Tiers Excerpt (merged)

Dr. Strangemonkey said:
Right.

This is a thing of absolute beauty. The time I spent on the tables that dictated creating high level characters...

I do not have a photographic memory, but that one, that one I can see with my eyes shut.

Maybe things are worse in the actual book, but this seems far far superior.

And the tier system has me very enthused. It's nice to have those styles of play spelled out explicitly.

Manageable was the word that leapt to my mind upon reading the higher level character information.
 

log in or register to remove this ad

Vaeron said:
All of the pregen characters have waaaay more hitpoints than laid out in the article (twice as many, I believe). Are there alternate methods, or were the pregens given double hitpoints to make the D&DE encounters easier?
Starting hp is calculated using Con score, not Con mod.
 

Dr. Strangemonkey said:
And the tier system has me very enthused. It's nice to have those styles of play spelled out explicitly.
Indeed. Seems to really drive home just how exactly you're growing in power as your level gets higher, as opposed to your numbers just getting bigger.
 

Dragonblade said:
I predict that the +X of the implement/weapon your PC should have will increase every three levels. Such that you should have a +1 sword/wand by level 3, and a +10 one at level 30.

This makes a lot of sense if you consider that you get 8 stat bumps over 30 levels per the article. That's roughly a +14 modifier increase across 30 levels. +15 if you consider the stat bump every race (and probably humans) get at level 1.

This matches perfectly with the new math of 1/2 your level added to attacks and damage.

Basically if you want to play a game without magic items, you would grant a flat bonus of 1/2 level to attack, defenses, and damage and you would be set. (Assuming you drop stat bumps, otherwise +1 every three levels.)
If this can enlight you a little more, it's a response from Chris Simms about this subject.

Khur said:
ainatan said:
Khur said:
ou need the items that give enhancement bonuses—weapon/implement (attack), armor (AC), and neck (defenses). Other items are entirely optional, and it’d be easy to gloss over them. As long as you find some way to emulate the three that the system actually does require, you can gloss over magic items altogether.
Like changing the BAB/Defense progression from 1/2 level to 2/3 level or 1/1 level?

Yep. Something like that, although let's not go crazy with 1/1 BAB. Interestingly, 2/3 comes close—but fails to solve the defenses problem. It’d probably just be easier to fiddle with monster/NPC stats with PC attack/defense shortfalls in mind.
 

Wow, the idea of having a whole slew of per encounter abilities, more than can possibly be used in a single fight... it changes everything I had imagined about 4th edition combat.
 

The B# said:
Kathra Ironforge had 33 HP
Fighter (level × 6) + 9 + Constitution score

(1 X 6) + 9 + 18 = 33

Ahh.. Constitution SCORE, not Constitution MODIFIER. Yeah, my brain is gonna need some deprogramming hehe.

Thanks!
 


Shroomy said:
Yeah, that's another possible progression, my last speculation is based on 3.x thinking. Also, I can't really count by 3 this late at night!

I'd go with 4 feats per tier.
1 at the first tier level
1 at the 2nd tier level
1 at the 4th
1 somewhere else

So 1st, 2nd, 4th, Xth, 11th, 12th, 14th, 10+Xth, 21th, 22th, 24th, 20+Xth.

Because of retraining (you not longer have to "wait for new feats"), my guess for X is 10 or 8
 


jackston2 said:
Maybe regeneration gives you infinite Healing Surges. That'd be cool.

I imagine it be more, a gradual regrowth of Health... Perhaps could use a Recharge Mechanic, with how high you score determining how well you regenerate that turn.
 

Pets & Sidekicks

Remove ads

Top