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General Tabletop Discussion
*Dungeons & Dragons
it appears to be very easy to break the game
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<blockquote data-quote="Sword of Spirit" data-source="post: 6244664" data-attributes="member: 6677017"><p>Two points.</p><p>1. Spells are limited. AC drops to 27 if you aren't spell-buffed. I don't feel it is unreasonable to become nigh unhittable for a combat at the cost of 4 spells and a bunch of items you aren't likely to have in most campaigns. If that is really what someone is going for with their character, I wouldn't complain too terribly much.</p><p>2. This is very much opined prediction, but I expect monsters to use the same proficiency bonus as PC in the released game. There is no reason not to. It's a win-win. If the Balor is actually using the correct attack bonus, and actually wielding a real vorpal sword, his total bonus would be +16. He'd be hitting the unbuffed character 50% of the time, and he'd still be hitting the character spell-buffed on a 17+. Of course, he'd be hitting most characters most of the time, which makes him properly scary for a level 20 monster.</p><p></p><p>But as far as the math in general, I expect it to come out pretty good in the final game. 4e is generally considered to be about as good as mathematical balance is in D&D, and the same people are working on doing that in 4e.</p><p></p><p>I completely understand why the designers did the public playtest as they did regarding math vs. feel. It was a concept test and bug spot catch. They knew it was their in-house and close playtesting groups who were going to be handling the details of the math, and what they needed from us was to know if it felt right as D&D.</p><p></p><p>At the same time I also understand the objection that if the math is messed up while they are working on everything else, it will be difficult to get it to work out at the last minute.</p><p></p><p>I agree with WotC's sequence on this however, because my experience tells me that getting a lot of math finished and then realizing you need to entirely chuck the portions of the system that math was addressing is much more time consuming than getting the system concept locked down (with just enough mathematical attention to see that is <em>is</em> doable) and <em>then</em> finishing the math. Math is more for the developers than for the designers to worry about.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6244664, member: 6677017"] Two points. 1. Spells are limited. AC drops to 27 if you aren't spell-buffed. I don't feel it is unreasonable to become nigh unhittable for a combat at the cost of 4 spells and a bunch of items you aren't likely to have in most campaigns. If that is really what someone is going for with their character, I wouldn't complain too terribly much. 2. This is very much opined prediction, but I expect monsters to use the same proficiency bonus as PC in the released game. There is no reason not to. It's a win-win. If the Balor is actually using the correct attack bonus, and actually wielding a real vorpal sword, his total bonus would be +16. He'd be hitting the unbuffed character 50% of the time, and he'd still be hitting the character spell-buffed on a 17+. Of course, he'd be hitting most characters most of the time, which makes him properly scary for a level 20 monster. But as far as the math in general, I expect it to come out pretty good in the final game. 4e is generally considered to be about as good as mathematical balance is in D&D, and the same people are working on doing that in 4e. I completely understand why the designers did the public playtest as they did regarding math vs. feel. It was a concept test and bug spot catch. They knew it was their in-house and close playtesting groups who were going to be handling the details of the math, and what they needed from us was to know if it felt right as D&D. At the same time I also understand the objection that if the math is messed up while they are working on everything else, it will be difficult to get it to work out at the last minute. I agree with WotC's sequence on this however, because my experience tells me that getting a lot of math finished and then realizing you need to entirely chuck the portions of the system that math was addressing is much more time consuming than getting the system concept locked down (with just enough mathematical attention to see that is [I]is[/I] doable) and [I]then[/I] finishing the math. Math is more for the developers than for the designers to worry about. [/QUOTE]
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it appears to be very easy to break the game
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