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The start of a Nentir Vale campaign
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<blockquote data-quote="Blackbrrd" data-source="post: 6233576" data-attributes="member: 63962"><p>I don't actually have any problems running 4e, it's just that the monster scaling doesn't fit my needs. The scaling has multiple elements that scale quite steeply: hp, damage, to-hit, defenses. The scaling is very quick (four factors, each increasing by maybe 5-10% (let's say 7% average), means a monster at +1 level is 30% tougher and vice versa ). I have therefore partially removed to-hit and defenses from the scaling, leaving me hp and damage to use as-is. This gets the scaling down to something like 15%, half the pace.</p><p></p><p>My partial removal of the scaling to-hit/defense puts the monsters in a to-hit/defense range thats +-2 compared to the party.</p><p>At level 1, the characters run into a level 1 kobold. It has +6 to hit and 15 AC. They run into the same kobold at level 5. I adjust the to-hit and AC to be at worst like a monster two levels below the part. In other words, it will get to-hit and AC like a level 3 monster, so +8 to hit and 17 AC.</p><p></p><p>At level 1, the characters run into a level 7 dragon, it originally has +12 to hit and 21 AC. I adjust the to-hit and AC to be at worst like a monster two levels above the party. In this case, it gets +8 to hit and 17 AC. If they run into it at level 6, it will have +12 to hit and 21 AC (it's just one level above the party, so no adjustment needed). If they run into it at level 12, it will get a bump, giving it +16 to hit and 25 AC.</p><p></p><p>What this accomplishes for me is that monsters straight out of the book are much more likely to be useable and that the players notice that they get more powerful, but at the same time, they can actually get swarmed by goblins at level 10, without me having to resort to some "super goblins". I can just use the same ones, and just check my handy little chart with to-hit and defenses that's calculated for the party level +-2. The players also know that they won't run into mobs that are nearly impossibly to hit, or impossible to miss.</p><p></p><p>I would probably have been running this campaign in 5e, starting at level 3 if it was finished, but until the official rules are released, I actually prefer running a modified 4e. Oh, and yeah, I changed am using inherent bonuses and magic weapon rarity similar to what 5e looks to be getting. No magic items shops!</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6233576, member: 63962"] I don't actually have any problems running 4e, it's just that the monster scaling doesn't fit my needs. The scaling has multiple elements that scale quite steeply: hp, damage, to-hit, defenses. The scaling is very quick (four factors, each increasing by maybe 5-10% (let's say 7% average), means a monster at +1 level is 30% tougher and vice versa ). I have therefore partially removed to-hit and defenses from the scaling, leaving me hp and damage to use as-is. This gets the scaling down to something like 15%, half the pace. My partial removal of the scaling to-hit/defense puts the monsters in a to-hit/defense range thats +-2 compared to the party. At level 1, the characters run into a level 1 kobold. It has +6 to hit and 15 AC. They run into the same kobold at level 5. I adjust the to-hit and AC to be at worst like a monster two levels below the part. In other words, it will get to-hit and AC like a level 3 monster, so +8 to hit and 17 AC. At level 1, the characters run into a level 7 dragon, it originally has +12 to hit and 21 AC. I adjust the to-hit and AC to be at worst like a monster two levels above the party. In this case, it gets +8 to hit and 17 AC. If they run into it at level 6, it will have +12 to hit and 21 AC (it's just one level above the party, so no adjustment needed). If they run into it at level 12, it will get a bump, giving it +16 to hit and 25 AC. What this accomplishes for me is that monsters straight out of the book are much more likely to be useable and that the players notice that they get more powerful, but at the same time, they can actually get swarmed by goblins at level 10, without me having to resort to some "super goblins". I can just use the same ones, and just check my handy little chart with to-hit and defenses that's calculated for the party level +-2. The players also know that they won't run into mobs that are nearly impossibly to hit, or impossible to miss. I would probably have been running this campaign in 5e, starting at level 3 if it was finished, but until the official rules are released, I actually prefer running a modified 4e. Oh, and yeah, I changed am using inherent bonuses and magic weapon rarity similar to what 5e looks to be getting. No magic items shops! [/QUOTE]
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