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<blockquote data-quote="Uruush" data-source="post: 4973549" data-attributes="member: 42140"><p>A bit off topic, but how do you determine +33% damage relatively quickly? (or not quickly) Do you make all your monsters ahead of time?</p><p></p><p>A year of experience with 4E has me leaning towards this for a new Paragon game:</p><p></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">All opponents -2/-3/-4 to all defenses. (by tier) </span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 10px">All opponents +2/+3/+4 damage to all attacks. (by tier)</span></span></p><p></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Minions typically take 2 hits to take out (bloodied on first hit) unless critically hit. Damage </span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">done by a Controller or a Daily Power may also take them out (they must Save).</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px">Elite and Solo monsters can and often will pay 10% of their full hit point value to either recharge encounter powers or to attempt Saves at the <em>beginning</em> of their turns instead of the end.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">***</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p>So, I'm upping the damage and lowering the defenses but not lowering the HP (except lowering the defenses has a similar effect while also allowing the players to miss less often) Expertise feats are also banned so the defense lowering is effectively more like -1/-2/-3.</p><p></p><p>Except in the case of Elites and Solos where I'm intending to effectively lower the hitpoints of those by about 80% most of the time to either guarantee a recharge for an interesting Encounter attack that the dice won't seem to let me recharge or to mitigate some ridiculous stun/daze/prone-lock against a Solo.</p><p></p><p>With opponents doing higher damage I also expect I might have a foe or two fewer in many combats which is <em>like</em> fewer hitpoints to chew through. And to supplement these smaller numbers with my toughened minions.</p><p></p><p>I'm using a flat number by tier because that's really easy for me, but I'm curious about your 33%.</p></blockquote><p></p>
[QUOTE="Uruush, post: 4973549, member: 42140"] A bit off topic, but how do you determine +33% damage relatively quickly? (or not quickly) Do you make all your monsters ahead of time? A year of experience with 4E has me leaning towards this for a new Paragon game: [FONT=Arial][SIZE=2]All opponents -2/-3/-4 to all defenses. (by tier) [/SIZE][/FONT] [FONT=Arial][SIZE=2]All opponents +2/+3/+4 damage to all attacks. (by tier)[/SIZE][/FONT] [FONT=Arial][SIZE=2]Minions typically take 2 hits to take out (bloodied on first hit) unless critically hit. Damage [/SIZE][/FONT] [FONT=Arial][SIZE=2]done by a Controller or a Daily Power may also take them out (they must Save).[/SIZE][/FONT] [FONT=Arial][SIZE=2] [/SIZE][/FONT] [FONT=Arial][SIZE=2]Elite and Solo monsters can and often will pay 10% of their full hit point value to either recharge encounter powers or to attempt Saves at the [I]beginning[/I] of their turns instead of the end. *** [/SIZE][/FONT] So, I'm upping the damage and lowering the defenses but not lowering the HP (except lowering the defenses has a similar effect while also allowing the players to miss less often) Expertise feats are also banned so the defense lowering is effectively more like -1/-2/-3. Except in the case of Elites and Solos where I'm intending to effectively lower the hitpoints of those by about 80% most of the time to either guarantee a recharge for an interesting Encounter attack that the dice won't seem to let me recharge or to mitigate some ridiculous stun/daze/prone-lock against a Solo. With opponents doing higher damage I also expect I might have a foe or two fewer in many combats which is [I]like[/I] fewer hitpoints to chew through. And to supplement these smaller numbers with my toughened minions. I'm using a flat number by tier because that's really easy for me, but I'm curious about your 33%. [/QUOTE]
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