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One Houserule to Rule Them All; Or Fixing Epic 4E
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<blockquote data-quote="C4" data-source="post: 5809422" data-attributes="member: 93857"><p>You've clearly put a lot of thought into your Three Rules to Rule Them All. But personally I'd rather do one of two things: Just ban offensive powers, as Dice4Hire suggests, and cut down on HPs.</p><p></p><p>Or use a slightly unwieldy house rule of my own, which limits multi/minor/immediate attacks to three bonus types: ability, enhancement and item. (Also no extra damage or vulnerabilities.) I've done the math, and those three bonus types create a balance which I believe is close to what the devs originally intended.</p><p></p><p></p><p>This helps the multiattack issue, but what about minor and immediate action attacks? IME, immediates are much more annoying than multiattacks because of how they interrupt the flow of initiative.</p><p></p><p></p><p>I'm not convinced that it does. I've never seen a dev comment about intending strikers to deal <em>multiples </em>more damage than non-strikers, and I don't see anything published that conclusively implies that intent.</p><p></p><p>The various basic striker mechanics create a fractional increase in dpr. Striker powers <em>tend </em>to focus on damage over effects, but it's far from unilateral. Multiattacks, minor attacks and immediate attacks can generate massive damage when combined with lots of damage boosters, but I think this is more likely a general design oversight than evidence of intent that strikers should be dealing truckloads of damage.</p></blockquote><p></p>
[QUOTE="C4, post: 5809422, member: 93857"] You've clearly put a lot of thought into your Three Rules to Rule Them All. But personally I'd rather do one of two things: Just ban offensive powers, as Dice4Hire suggests, and cut down on HPs. Or use a slightly unwieldy house rule of my own, which limits multi/minor/immediate attacks to three bonus types: ability, enhancement and item. (Also no extra damage or vulnerabilities.) I've done the math, and those three bonus types create a balance which I believe is close to what the devs originally intended. This helps the multiattack issue, but what about minor and immediate action attacks? IME, immediates are much more annoying than multiattacks because of how they interrupt the flow of initiative. I'm not convinced that it does. I've never seen a dev comment about intending strikers to deal [I]multiples [/I]more damage than non-strikers, and I don't see anything published that conclusively implies that intent. The various basic striker mechanics create a fractional increase in dpr. Striker powers [I]tend [/I]to focus on damage over effects, but it's far from unilateral. Multiattacks, minor attacks and immediate attacks can generate massive damage when combined with lots of damage boosters, but I think this is more likely a general design oversight than evidence of intent that strikers should be dealing truckloads of damage. [/QUOTE]
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