I appreciate the explanation. It strikes me though that a 3.x party running into bodaks and having a bad day on the dice is likely to go in the toilet pretty quickly. I've seen girallons evicerate a healthy party simply because they won initiative. With 4e, the larger number of hitpoints, the modest durational damage, absence of a 'swingy' standard/full attack bimodal system and the lack of save or die effects would seem to offset the issues you raise.IuztheEvil said:Yeah, I can see where that might seem a bit obvious. What I was trying to get across is this. The balancing mechanism for the encounter powers of monsters is a random rechange mechanic. If your DM has a string of lucky rolls in this regard, the fight is going to be much harder than it would be if he rolled an average amount. It would be like the DM rolling 1 for a 3.5 dragon's breath weapon recharge a number of rounds in a row. While this only has a 25% chance of happening each round, some of the monsters I saw had a recharge % greater than this. I am not 100% sure this is a huge problem, but it struck me as a bit odd.
Meh...
Jason Bulmahn
Gamer/Game Designer
fafhrd said:I appreciate the explanation. It strikes me though that a 3.x party running into bodaks and having a bad day on the dice is likely to go in the toilet pretty quickly. I've seen girallons evicerate a healthy party simply because they won initiative. With 4e, the larger number of hitpoints, the modest durational damage, absence of a 'swingy' standard/full attack bimodal system and the lack of save or die effects would seem to offset the issues you raise.
Kishin said:Welcome to tactics, and for that matter, any situation with multiple options.
Okay, let's try this again. This time with context clues.Zinegata said:Actually, I think your instincts were correct in this regard.
It's generally not good to have the game change decisively because of a few dice rolls. You generally want a lot of dice rolls to "smoothen" out the chance that a player will get too lucky. That's why many games such as Risk, A&A, and Heroscape uses tons of dice rolls.
In contrast, letting the game boil down to one roll is generally too swingy and can be highly unbalancing. For instance, in Warhammer 40K, melee is generally considered superior to shooting. This is because in melee, an entire unit can be wiped out by a single bad die roll (a morale check), and destroying a unit entirely nets a huge amount of victory points. By contrast, wiping out an enemy unit by shooting requires a good die roll with each and every shot.
Still, some games thrive on having few die rolls. But if balance was an important game objective (and it seems to be, given all of the emphasis on getting the math right), I'm not entirely sure this was the right move.
If your group fails a bunch of these rolls, while the DM makes his recharge rolls, you are in for a tough fight.
Point taken. It seems that irrespective of the 'swing' built in to the 4e mechanics you mention, there is also an implicit opportunity for mitigation. The low damage effects and high hitpoints I mentioned before seem to provide(in my admittedly limited experience) a chance for PC response to actually matter. Defenders can step into the gap, action dice can be spent, buffs can happen in real time without "putting down the sword".IuztheEvil said:I completely agree with your examples. My point though is this. The saves vs bodaks and the init rolls vs the four armed monkeys of doom are both rolls that the characters can influence with their build. These rolls are clearly outside the PCs (or even DMs) influence (afaik), making them a wild card in any combat (just like the 3.0 dragon breath weapon).
That said, I can certainly see where you are coming from. I am in a more hesitant mood right now I guess.
Jason Bulmahn
Gamer/Game Designer
IuztheEvil said:Yeah, I can see where that might seem a bit obvious. What I was trying to get across is this. The balancing mechanism for the encounter powers of monsters is a random rechange mechanic. If your DM has a string of lucky rolls in this regard, the fight is going to be much harder than it would be if he rolled an average amount. It would be like the DM rolling 1 for a 3.5 dragon's breath weapon recharge a number of rounds in a row. While this only has a 25% chance of happening each round, some of the monsters I saw had a recharge % greater than this. I am not 100% sure this is a huge problem, but it struck me as a bit odd.