You're right of course. But the numbers are not the much conjured spectre of 'you get hit on a 2' and 'you only hit on a 20'.What is it that you're trying to prove or for which use do you intend that data, Jhaelen?
I mean, you did already establish that hit chances went down, as expected. I imagine it's not hard to similarly prove that chance to be hit increases, as expected?
And that is a perfect example of what I'm criticizing in this argument:Though, hmm, it appears that all of the githzerai actually have low attack bonuses for their level, so that's slightly flawed
Well, if the githzerai represent a flawed design it's because of their at-will stun ability. But that's a problem with the stun condition and _not_ with flawed math.That plus all of the gith can attack someone who is dazed or stunned or prone for combat advantage, until all of the cenobites and the mindmage is dead. Man, this gets needlessly complex quickly.
I don't remember anything of that kind. I do remember a poll on these boards asking what was generally considered a 'good chance' to hit. IIRC, the average was at about 60%.As an aside: "Have the designers ever specificly said where they think the FUN hit-miss ratio is?"
I thought I had read 50/50.....Maybe "Races & Classes"? Dunno.....(EDIT: Skimmed through it, and...nope.)
Well, KarinsDad did.Wait, who said that monsters should only have a 50/50 chance to hit at higher levels?
And that is exactly the point I'm trying to make and which my calculations so far seem to support.PCs have even more ways to heal, often without taking up surges, as they go up in levels.
If anything, monsters should hit MORE often if you want to keep the balance.
And high level combats don't take 10+ rounds (at least not at 18th level).
The only times I've seen that happen was when the encounter was built like it was a 3e encounter (with an EL of 2-4 higher than the party's average level).
Or if you fight a room full of insubstantial controllers that dominate/blind/stun/daze your party...round...after...round.
Well, KarinsDad did.
KarinsDad asked two interesting questions:
1) Do the increased resources (items, powers, abilities) of pcs make up for the attack/defense disparity?
2) Are epic level combat encounters fun?
Originally, I thought the answer to 1) would be: Yes they do.
After my calculations I'm inclined to say: The increased resources aren't even necessary to make up for the disparity. The math works even without them. So, basically, they're just there to make encounters more fun.
2) I'm not actually sure about this one. Epic level combats ARE on average longer than combats in the heroic tier. Not hitting as often is also probably less fun than hitting often. So, I'm inclined to agree, it might be worth trying to change the numbers so combats become shorter and pcs hit more often.
But these changes have to be offset by something, otherwise things become _way_ too easy.
As a slightly related afterthought, there's one oddity I noticed:
In the epic tier (and probably before that) effects that last for a single turn are actually _worse_ than effects with a duration of (save ends). There's tons of powers, items, and feats that grant extra saves or improve saves.
But there's very few ways to actually negate conditions. The only PHB power I found was the Warlord's Level 22 Utility Power 'Heart of the Titan'.
As you can see Draco, withou Rebust Defense you NADs sucks..[/QUOTE][quoteracoSuave]
AC 38, Fort 35, Reflex 34, Will 38.
Pretty much 100% right. (Because its not just about raw math but total game interaction.)The math works. It just doesn't work the way many people expected.
True at all tiers in my experience. S/E effects are often bigger in effect, but the EoNT effects are far better generally because they always stick.As a slightly related afterthought, there's one oddity I noticed:
In the epic tier (and probably before that) effects that last for a single turn are actually _worse_ than effects with a duration of (save ends). There's tons of powers, items, and feats that grant extra saves or improve saves.
Without Robust Defense and without the Paragon level Defense feats, you mean. Yes, without spending feats on your defenses they will be low. That's a no-brainer.
One: You can't really use level 25 or 26 for comparison for broken defenses. That's the level you get abilities that say, literally 'You cannot die.' There's no defense more powerful than that.
Do your numbers crunch -that- tidbit in? That many Epics cannot die?
Without Robust Defenses, I'm still in Iron Will and Great Fortitude, and Shield spec for +2/+2/+1. I noticed you didn't include those feats in your character build. At all. Good job.
I suppose you -could- look at it that I took a lot of feats to boost defense... I look at it that I had a -lot- of feat space that I could -spend- on defense.
Look at it this way... in the build I have I have room for other feats as well to boost whatever side of my character I want.
Now you need to prove:
a) That the numbers are in fact, 95/5 (they aren't in any character I've build)
b) That if the numbers are 95/5, that this isn't the result of -extremely- poor character design. No game system can make up for a lack of design-prowess on the part of the player. Make a foolproof system and a bigger fool will bring proof it isn't.



And that is a perfect example of what I'm criticizing in this argument:
The githzerai are _not_ flawed because they don't exactly match the numbers given in the _guidelines_ for DMs when they want to design their _own_ _new_ monsters. Do you really believe that the numbers in the DMG are the ones the designers used for the MM1 monsters?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.