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The Adventuring Day has nothing to do with encounter balance.
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<blockquote data-quote="James Gasik" data-source="post: 8992691" data-attributes="member: 6877472"><p>I only played in one epic tier 4e game, but my experience was that there were quite a few shenanigans you could engage in to make characters stronger than they ought to be. One of the big problems of the ranger was multiple attacks with lots of sources of static damage; Twin Strike tried to address this, but they kept printing stuff like the bracers that gave you +1d6 damage if you attacked twice or +2 damage to weapon attacks, and your Cleric might make all enemies vulnerable all/7 with their encounter power, and so on.</p><p></p><p>One of the better nukers I saw in play was a Sorcerer/Acolyte of the Skin, because Demon-Soul Bolts hits three times and you got all your damage mods on each bolt; not only was this an encounter power, but thanks to Pearls of Power, you could arrange to use it multiple times in a big encounter. Items that broke the math totally existed, like the Goggles that gave ranged attacks a bonus to hit, multiclassing and hybrid rules could create bizarre combinations of abilities. I keep mentioning Dice of Auspicious Fortune, which were used a lot in the groups I played with; at the beginning of each day you roll 3d20 and log the results, then you can use one of those results in place of a d20 roll later that day (there was a Theme with a similar ability, as I recall). So oh hey, I rolled a 17? That's one daily that is absolutely going to hit later today!</p><p></p><p>And saying that high level play is never busted? Come on, we know high level abilities aren't playtested with any real rigor, the sheer weight of all options available make it impossible to create a "standard level 16 party" for any kind of encounter or adventure design. High level characters have ways to actually decide whether or not they have full resources for an encounter and the only way around that is to design every adventure to not allow the use of such abilities.</p><p></p><p>I don't mean this it's not possible to run a good high level game, or that high level games can't be fun, but it takes a lot of experience and work on the DM (and perhaps gentleman's agreements on what things to use/not use) than is fair for the average DM.</p><p></p><p>4e might not have Locate City bombs, but it does have Feywild Boles and Dimensional Knives and ways to generate unbalanced numbers. You can cheat healing surge attrition by shuffling the amount of surges the party has with a ritual, and build a Striker that can one shot Solos starting at level 1 and never really changing.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8992691, member: 6877472"] I only played in one epic tier 4e game, but my experience was that there were quite a few shenanigans you could engage in to make characters stronger than they ought to be. One of the big problems of the ranger was multiple attacks with lots of sources of static damage; Twin Strike tried to address this, but they kept printing stuff like the bracers that gave you +1d6 damage if you attacked twice or +2 damage to weapon attacks, and your Cleric might make all enemies vulnerable all/7 with their encounter power, and so on. One of the better nukers I saw in play was a Sorcerer/Acolyte of the Skin, because Demon-Soul Bolts hits three times and you got all your damage mods on each bolt; not only was this an encounter power, but thanks to Pearls of Power, you could arrange to use it multiple times in a big encounter. Items that broke the math totally existed, like the Goggles that gave ranged attacks a bonus to hit, multiclassing and hybrid rules could create bizarre combinations of abilities. I keep mentioning Dice of Auspicious Fortune, which were used a lot in the groups I played with; at the beginning of each day you roll 3d20 and log the results, then you can use one of those results in place of a d20 roll later that day (there was a Theme with a similar ability, as I recall). So oh hey, I rolled a 17? That's one daily that is absolutely going to hit later today! And saying that high level play is never busted? Come on, we know high level abilities aren't playtested with any real rigor, the sheer weight of all options available make it impossible to create a "standard level 16 party" for any kind of encounter or adventure design. High level characters have ways to actually decide whether or not they have full resources for an encounter and the only way around that is to design every adventure to not allow the use of such abilities. I don't mean this it's not possible to run a good high level game, or that high level games can't be fun, but it takes a lot of experience and work on the DM (and perhaps gentleman's agreements on what things to use/not use) than is fair for the average DM. 4e might not have Locate City bombs, but it does have Feywild Boles and Dimensional Knives and ways to generate unbalanced numbers. You can cheat healing surge attrition by shuffling the amount of surges the party has with a ritual, and build a Striker that can one shot Solos starting at level 1 and never really changing. [/QUOTE]
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