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Mike Mearls on how 4E could have looked
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<blockquote data-quote="pemerton" data-source="post: 7519441" data-attributes="member: 42582"><p>Minions do half damage compared to standard level creatures, and typically have less interesting conditions/debuffs attached to their attacks (partly for balance reasons, partly because doing otherwise would defeat the contribution minions are intended to make to ease of play).</p><p></p><p>A hit from a 10th level minion is thus not the same threat as a hit from a 10th level standard creature.</p><p></p><p>Correct - the only reason for having the level scaling in 4e is to emulate, in a more systematic fashion, the scaling of to hit bonuses and defences that has been a traditional part of D&D (the scaling of defences being a bit more piecemeal and ad hoc, even in 3E).</p><p></p><p>I personally like it, because it helps establish a clear demarcation of GM-side game elements (creatures, traps, hazards, etc) into levels that map onto the tiers of play and help establish the progression in the fiction that is part of the game (start out fighting skeletons, end up fighting Orcus). But stripping it out wouldn't have any effect on the core mechanics - it would just change that relatioinship between mechanics and fiction.</p><p></p><p>Just 2nd ed AD&D. (Building on some ideas in the WSG.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7519441, member: 42582"] Minions do half damage compared to standard level creatures, and typically have less interesting conditions/debuffs attached to their attacks (partly for balance reasons, partly because doing otherwise would defeat the contribution minions are intended to make to ease of play). A hit from a 10th level minion is thus not the same threat as a hit from a 10th level standard creature. Correct - the only reason for having the level scaling in 4e is to emulate, in a more systematic fashion, the scaling of to hit bonuses and defences that has been a traditional part of D&D (the scaling of defences being a bit more piecemeal and ad hoc, even in 3E). I personally like it, because it helps establish a clear demarcation of GM-side game elements (creatures, traps, hazards, etc) into levels that map onto the tiers of play and help establish the progression in the fiction that is part of the game (start out fighting skeletons, end up fighting Orcus). But stripping it out wouldn't have any effect on the core mechanics - it would just change that relatioinship between mechanics and fiction. Just 2nd ed AD&D. (Building on some ideas in the WSG.) [/QUOTE]
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