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D&D Older Editions, OSR, & D&D Variants
New Year, New 4e
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<blockquote data-quote="S'mon" data-source="post: 6068804" data-attributes="member: 463"><p>Lots of good points NotAYakk; I see that I've already addressed many of them in my own 4e games, which is reassuring.</p><p></p><p></p><p></p><p>On #7 skills - I have not found a problem yet; Hard DCs go up by around 23 points over 30 levels, 19>42; PCs with training & focus in that area tend to increase skills by around 3/4 of their level, same as monsters (monsters' ability scores go up by 1/2 their level giveing a 1/4 level boost to checks, plus the standard 1/2 level bonus). So a 30th level PC focused in an area is about +22 or +23 over his 1st level self. DCs that untrained/unfocused PCs are expected to beat need to be much lower of course. </p><p>So opposed skill rolls vs monsters, or rolls vs Passive scores, should work at all levels (unlike in 3e). </p><p>But I agree there will clearly be a problem at high level with skill rolls vs monster defences, since the numbers (bonus vs DC) diverge by around 8 points. Using lower level monsters can help a bit at high level, it also gives less optimised PCs some targets they can reliably hit. But the best solution would likely be to use opposed rolls rather than roll vs Fort/Ref/Will; eg breaking a grapple could be STR vs STR.</p><p></p><p>On #10, I have used Inherent Bonuses for the past 2 years and they completely solve the Crippled Without Items problem; a powerful weapon might give +1 to hit/damage over a mundane one, plus some nice crit bonus dice. For three-Tier play I think Inherent bonuses are vital. I am experimenting with not using them in an upcoming three-level mini-campaign, so that +1 items feel significant, but I would never not use them in extended play.</p><p></p><p>Re chickenscratch from high [W] attacks - I find the game runs much better with all monster hit points halved; at worst the occasional standard monster drops a bit quickly, but elites and solos feel just right now. I also give minions a Damage Threshold, making very low-damage attacks less effective. Multi-attack still generally beats high-W attack, I have not seen a problem yet (levels 1-10, 2011-12) but I expect it will be an issue by Epic tier ca 2015. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 6068804, member: 463"] Lots of good points NotAYakk; I see that I've already addressed many of them in my own 4e games, which is reassuring. On #7 skills - I have not found a problem yet; Hard DCs go up by around 23 points over 30 levels, 19>42; PCs with training & focus in that area tend to increase skills by around 3/4 of their level, same as monsters (monsters' ability scores go up by 1/2 their level giveing a 1/4 level boost to checks, plus the standard 1/2 level bonus). So a 30th level PC focused in an area is about +22 or +23 over his 1st level self. DCs that untrained/unfocused PCs are expected to beat need to be much lower of course. So opposed skill rolls vs monsters, or rolls vs Passive scores, should work at all levels (unlike in 3e). But I agree there will clearly be a problem at high level with skill rolls vs monster defences, since the numbers (bonus vs DC) diverge by around 8 points. Using lower level monsters can help a bit at high level, it also gives less optimised PCs some targets they can reliably hit. But the best solution would likely be to use opposed rolls rather than roll vs Fort/Ref/Will; eg breaking a grapple could be STR vs STR. On #10, I have used Inherent Bonuses for the past 2 years and they completely solve the Crippled Without Items problem; a powerful weapon might give +1 to hit/damage over a mundane one, plus some nice crit bonus dice. For three-Tier play I think Inherent bonuses are vital. I am experimenting with not using them in an upcoming three-level mini-campaign, so that +1 items feel significant, but I would never not use them in extended play. Re chickenscratch from high [W] attacks - I find the game runs much better with all monster hit points halved; at worst the occasional standard monster drops a bit quickly, but elites and solos feel just right now. I also give minions a Damage Threshold, making very low-damage attacks less effective. Multi-attack still generally beats high-W attack, I have not seen a problem yet (levels 1-10, 2011-12) but I expect it will be an issue by Epic tier ca 2015. :) [/QUOTE]
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