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<blockquote data-quote="KarinsDad" data-source="post: 4729850" data-attributes="member: 2011"><p>Your post here is similar to what I might have written a month ago (even with regard to the software industry). Even looking at the math, I was convinced (like you are) that synergy bonuses and additional number of powers made up the difference.</p><p></p><p>But after running a mock up 22nd level hard encounter where the BBEG needed a 4 to hit most of the time and the PCs needed a 16 or 17 to hit, I no longer believe that.</p><p></p><p>The PCs will still survive. The extra number of powers will allow the PCs to survive. For a standard encounter, the difference is that instead of 8 rounds at 60% chance to hit, it becomes 12 rounds at 40% chance to hit. Throw in some synergies and bump that up to 50% chance to hit, ok. 10 rounds (if the +2 synergies last the entire encounter).</p><p></p><p>For a hard encounter, the difference is that instead of 12 rounds at 40% chance to hit, it becomes 24 rounds at 20% chance to hit.</p><p></p><p>No doubt about it. The players will have more options. The issue is that those options do not last the entire encounter and some of those options do not occur as frequently.</p><p></p><p>Take something as simple as Lance of Faith.</p><p></p><p>At low level, if the Cleric hits 50% of the time, Lance of Faith helps one round in two when used.</p><p></p><p>At high level, if the Cleric hits 35% of the time, Lance of Faith only helps one round in three when used, not one in two.</p><p></p><p>In order to even stay even with the Lance of Faith synergy bonus over the lifetime of an encounter, someone else has to give the Cleric a different +3 synergy bonus over the lifetime of the encounter.</p><p></p><p>It's actually the equivalent of a synergy death spiral. Because the chance to hit is less, the chance to gain certain types of synergies is less.</p><p></p><p></p><p>It's great that the dynamic synergy bonuses (i.e. ones based on an ability score modifier) increase. +6 to hit for the next attack at high level instead of +3 to hit at low level. The problem is, the odds of giving that bonus are less and the actual gain is the same.</p><p></p><p>Fighter has 60% chance to hit at low level. Warlord gives him +3. His chance goes to 75%.</p><p></p><p>Fighter has 45% chance to hit at high level. Warlord gives him +6. His chance goes to 75%.</p><p></p><p>If the Warlock's power does not require an attack roll, there is no difference. If it does require an attack roll, the Fighter's chances go down.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4729850, member: 2011"] Your post here is similar to what I might have written a month ago (even with regard to the software industry). Even looking at the math, I was convinced (like you are) that synergy bonuses and additional number of powers made up the difference. But after running a mock up 22nd level hard encounter where the BBEG needed a 4 to hit most of the time and the PCs needed a 16 or 17 to hit, I no longer believe that. The PCs will still survive. The extra number of powers will allow the PCs to survive. For a standard encounter, the difference is that instead of 8 rounds at 60% chance to hit, it becomes 12 rounds at 40% chance to hit. Throw in some synergies and bump that up to 50% chance to hit, ok. 10 rounds (if the +2 synergies last the entire encounter). For a hard encounter, the difference is that instead of 12 rounds at 40% chance to hit, it becomes 24 rounds at 20% chance to hit. No doubt about it. The players will have more options. The issue is that those options do not last the entire encounter and some of those options do not occur as frequently. Take something as simple as Lance of Faith. At low level, if the Cleric hits 50% of the time, Lance of Faith helps one round in two when used. At high level, if the Cleric hits 35% of the time, Lance of Faith only helps one round in three when used, not one in two. In order to even stay even with the Lance of Faith synergy bonus over the lifetime of an encounter, someone else has to give the Cleric a different +3 synergy bonus over the lifetime of the encounter. It's actually the equivalent of a synergy death spiral. Because the chance to hit is less, the chance to gain certain types of synergies is less. It's great that the dynamic synergy bonuses (i.e. ones based on an ability score modifier) increase. +6 to hit for the next attack at high level instead of +3 to hit at low level. The problem is, the odds of giving that bonus are less and the actual gain is the same. Fighter has 60% chance to hit at low level. Warlord gives him +3. His chance goes to 75%. Fighter has 45% chance to hit at high level. Warlord gives him +6. His chance goes to 75%. If the Warlock's power does not require an attack roll, there is no difference. If it does require an attack roll, the Fighter's chances go down. [/QUOTE]
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