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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="pemerton" data-source="post: 4012897" data-attributes="member: 42582"><p>The point being, in 4e monster design, level is simply a metagame device for interacting with a monster stat table and an XP table. So if the stats change, the level changes and hence the XP.</p><p></p><p>Suppose (for the sake of argument) that a 7th level Brute has a to-hit bonus of +10. Your 7th level Orc with that bonus (but who the GM has decided is unarmed) loots a dead body and picks up a +2 axe. The Orc now has a +12 to hit. To find out how many XP the Orc is worth, we now look at the table again, see that a Brute with a +12 to hit is 8th level, and award XP accordingly.</p><p></p><p>If in the above scenario the XP didn't change despite the fact that the monster gets tougher, then in effect you would be doing what I suggested above: using the magic item as part of the reward, in lieu of XP, for the tougher fight.</p><p></p><p></p><p>First, just to make sure we're on the same page, I asuume you know that in 4e there are no monster hit dice of the sort that previous versions of the game have had. Hit points are level and role dependent and called out in a table, the same as to hit bonuses and damage ranges.</p><p></p><p>So the question about hit points is this: what happens if the Orc above has the to hit bonus of an 8th level Brute, but the hit points of a 7th level Brute. how many XP is the Roc worth? I assume the table will handle this by suggesting a range of hit points for each level, or otherwise giving some guidance.</p><p></p><p>On the other hand, if the table tells us to add or subtract hit points, that's not necessarily absurd: someone's capacity for self-defence may well be less when they are unequipped.</p><p></p><p>Undoubtedly this would destroy any simulationist reading of hit points. But that's already been well cofimred by Chris Sims on the Healing thread.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4012897, member: 42582"] The point being, in 4e monster design, level is simply a metagame device for interacting with a monster stat table and an XP table. So if the stats change, the level changes and hence the XP. Suppose (for the sake of argument) that a 7th level Brute has a to-hit bonus of +10. Your 7th level Orc with that bonus (but who the GM has decided is unarmed) loots a dead body and picks up a +2 axe. The Orc now has a +12 to hit. To find out how many XP the Orc is worth, we now look at the table again, see that a Brute with a +12 to hit is 8th level, and award XP accordingly. If in the above scenario the XP didn't change despite the fact that the monster gets tougher, then in effect you would be doing what I suggested above: using the magic item as part of the reward, in lieu of XP, for the tougher fight. First, just to make sure we're on the same page, I asuume you know that in 4e there are no monster hit dice of the sort that previous versions of the game have had. Hit points are level and role dependent and called out in a table, the same as to hit bonuses and damage ranges. So the question about hit points is this: what happens if the Orc above has the to hit bonus of an 8th level Brute, but the hit points of a 7th level Brute. how many XP is the Roc worth? I assume the table will handle this by suggesting a range of hit points for each level, or otherwise giving some guidance. On the other hand, if the table tells us to add or subtract hit points, that's not necessarily absurd: someone's capacity for self-defence may well be less when they are unequipped. Undoubtedly this would destroy any simulationist reading of hit points. But that's already been well cofimred by Chris Sims on the Healing thread. [/QUOTE]
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