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D&D 4E Is it just me, or do damaging effects suck in 4E?


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Sojorn said:
However, I'm still slightly worried that Solos will tend to get "grindy" even if they are capped at about 15 rounds or so.

I'm glad they've boosted the hit points on these guys... It finally solves the problem of "my huge brute monster only lasts two rounds" and makes him a credible threat for a while. Many of the solos have recharge abilities and various powers and tactics that make them interesting to fight. Also, you're not likely to fight a solo monster every session. I doubt it will be a problem that they take longer to fight.
 

Korgoth said:
Unfortunately, you only have to get him down to 450 HP and then you can just use Intimidate.
And what effect will the DM decide that Intimidate has? Surrender is only one of several options listed, including simply having the dragon take an action it might not have otherwise done, such as a defensive one. Many people seem to be treating a successful Intimidate check against a Will results in instant victory, which is in no way supported by the text of the skill. It *could* result in surrender, but only if the DM thinks the context is correct.

Edit: Sorry, I'm no longer so sure of my position after rereading the text I've seen forwarded. It sounds difficult, but the text may indeed allow for a successful Intimidate (at a -10 for being hostile) forcing a surrender from a bloodied foe. I didn't want to change the above if someone quoted this afterwards.
 
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phil500 said:

Too many threads to remember which one. :P

Regardless, you have 5 characters on average who can bust out their attacks, if they get super lucky, THREE TIMES before an opponent can act (Surprise Round+Normal Attacks+Action Points).

If they're all doing, say, 50 damage on average, that's 750 damage.

And if you've seen what a Vorpal sword can do....
 

You also add in your magic implement plus to the damage on that spell, so if you're using a +5 wand you add another 5 damage, not to mention feats and whatnot that can upgrade your damage as well.
 


Rechan said:
Monsters don't really have healing surges.

Yuh huh they do!

Anyway. People have already said it, but it bears repeating, meteor swarm is an area burst five spell. That means that you target a spot and it affects everything in a square around that spot. Burst five means it's an 11x11 square, meaning it could hit up to 121 creatures. Dropping that on a beholder is pointless.

If you were to drop it on a crowd of 121 creatures, you could be doing 8d6*121 damage, or around three thousand damage. It would take forever, though, because you'd have to roll 121 attacks. Still.

Hitting a beholder with this is bad! Naughty! You're wasting 117 squares!
 

I think the OP is right, in a sense. Attack damage in 4e does not scale up at the same rate as HP, or at least it seems that way. Has anybody actually played a high-level battle yet? Do higher level combats take significantly longer?

If they do, I wonder why 4e doesn't follow Saga's footsteps and add 1/2 level to damage.
 



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