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JamesonCourage Is Starting A 4e Game; Looking For Pointers
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<blockquote data-quote="Balesir" data-source="post: 6178818" data-attributes="member: 27160"><p>The DCs by level (current/final version) will possibly be a bit easy. A trained/educated first level character is going to know powers for monsters up to ~9th level without taking a moment or three to wrack their brain. It depends on what sort of feel you want, I think; definitely use DCs for the <strong>monster's</strong> level, though, not the party's. The idea is that low level monsters get very well known as the PCs gain experience, and creatures once unheard-of become known from snippets gleaned in Paragon locales...</p><p></p><p>That's a neat building idea. I generally give out the "passive" information at the start of the character's turn in initiative order; this makes all the players appreciate the one with the knowledges a bit more! Giving out one "level" of information at a time, though, might reward the player whose PC <em>also</em> has the appropriate knowledge as a "backup". Hmmm.</p><p></p><p>Thinking of levels of monster - something I find adds a bit of appropriateness to the scaling and is of huge utility in maintaining plot themes is what I call "XP equivalence".</p><p></p><p>Roughly speaking, 4E monsters double in XP value every 4 levels. This means that an Elite monster is worth the same XP as a Standard monster 4 levels higher. To get versions of monsters that "play well" with characters of different levels and remain of approximately the same overall power, I find this a very useful conversion yardstick. You can convert a Standard monster into a Minion 8 levels higher, an Elite 4 levels lower or a Solo 9 levels lower. Given that the 4E maths is non-linear (it approximates linear from around L-2 to L+4, with the asymmetry due to the skewed "to hit" at 8+ rather than 50%), this gives a way to make monsters "level appropriate" over about a 18 level range(!)</p><p></p><p>To continue this digression (sorry if it's old hat), this provides a neat way to do "sandbox" in 4E. Give each "adventure area" a base level, and if the PCs vary by 4 or more levels from that (a) change up the monsters as above to fit, and (b) for each 4 levels they are above the area, combine encounters in twos. Encounters can't easily be "split" for lower level parties, but that's fine - scaling the Standards to lower level Elites will mean they have at least a chance to daze or immobilise a few critters and GTFO!</p><p></p><p>This is actually an explanation for some of the threads about "Super-Minions" or "Demi-Minions"; the +8 levels for minionising a Standard can just miss the L-2 to L+4 spread. Some class of monster worth half a Standard would actually be quite handy from this perspective. A Minion that has two "hits" (bloodied on one hit, dead on two)and slightly elevated damage might work, but I haven't had time to experiment extensively, yet.</p><p></p><p>Edit: On XPs here - I get the "mail(XP)box full" message for [MENTION=6696971]Manbearcat[/MENTION], too - sorry!</p></blockquote><p></p>
[QUOTE="Balesir, post: 6178818, member: 27160"] The DCs by level (current/final version) will possibly be a bit easy. A trained/educated first level character is going to know powers for monsters up to ~9th level without taking a moment or three to wrack their brain. It depends on what sort of feel you want, I think; definitely use DCs for the [B]monster's[/B] level, though, not the party's. The idea is that low level monsters get very well known as the PCs gain experience, and creatures once unheard-of become known from snippets gleaned in Paragon locales... That's a neat building idea. I generally give out the "passive" information at the start of the character's turn in initiative order; this makes all the players appreciate the one with the knowledges a bit more! Giving out one "level" of information at a time, though, might reward the player whose PC [I]also[/I] has the appropriate knowledge as a "backup". Hmmm. Thinking of levels of monster - something I find adds a bit of appropriateness to the scaling and is of huge utility in maintaining plot themes is what I call "XP equivalence". Roughly speaking, 4E monsters double in XP value every 4 levels. This means that an Elite monster is worth the same XP as a Standard monster 4 levels higher. To get versions of monsters that "play well" with characters of different levels and remain of approximately the same overall power, I find this a very useful conversion yardstick. You can convert a Standard monster into a Minion 8 levels higher, an Elite 4 levels lower or a Solo 9 levels lower. Given that the 4E maths is non-linear (it approximates linear from around L-2 to L+4, with the asymmetry due to the skewed "to hit" at 8+ rather than 50%), this gives a way to make monsters "level appropriate" over about a 18 level range(!) To continue this digression (sorry if it's old hat), this provides a neat way to do "sandbox" in 4E. Give each "adventure area" a base level, and if the PCs vary by 4 or more levels from that (a) change up the monsters as above to fit, and (b) for each 4 levels they are above the area, combine encounters in twos. Encounters can't easily be "split" for lower level parties, but that's fine - scaling the Standards to lower level Elites will mean they have at least a chance to daze or immobilise a few critters and GTFO! This is actually an explanation for some of the threads about "Super-Minions" or "Demi-Minions"; the +8 levels for minionising a Standard can just miss the L-2 to L+4 spread. Some class of monster worth half a Standard would actually be quite handy from this perspective. A Minion that has two "hits" (bloodied on one hit, dead on two)and slightly elevated damage might work, but I haven't had time to experiment extensively, yet. Edit: On XPs here - I get the "mail(XP)box full" message for [MENTION=6696971]Manbearcat[/MENTION], too - sorry! [/QUOTE]
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