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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Viability of a flatter math 4e campaign?
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<blockquote data-quote="Blackbrrd" data-source="post: 6041970" data-attributes="member: 63962"><p>I have always wanted to run a DnD campaign where humanoids could be a threat througout the campaign without suddenly having 8th level guards in the bigger cities, 12th level orcs and so on. I would also like magic items to be quite rare, much the same way magic items in 5e are.</p><p></p><p>In other words, I want to run a campaign where a monster can be a threat in a bigger level range than usual. After looking at 5e for a while, it really does look as simple as not increasing to-hit, ac/ref/fort/will, skills and magic items by level.</p><p></p><p>This also gets me off the hook for the continual magic item feeding 4e in many ways are built around and I can just drop the assorted expertise feats and the rest of the feats added to the system to "balance" the borked math.</p><p></p><p>What's left of the scaling in 4e is hp, damage and the strength of the powers. In addition you have the stat gains and magic item bonuses that aren't tied to the +1 pr x levels.</p><p></p><p>What I would have to do is basically rewrite the to-hit, defenses and skills of all the monters I would want to use. Something I could probably get from creating a small generic chart for each monster role.</p><p></p><p>The alternative as it looks now is to run a 5e campaign, but I do feel that the current draft is just a bit too rough. The upside is that 4e combat has a tendency to drag on a bit and 5e combat looks to be really fast.</p><p></p><p>So, I am wondering if there is something I haven't thought of or mentioned that would be important for such a house-ruled campaign? As a player, what would you see as the downside to the math flattening?</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6041970, member: 63962"] I have always wanted to run a DnD campaign where humanoids could be a threat througout the campaign without suddenly having 8th level guards in the bigger cities, 12th level orcs and so on. I would also like magic items to be quite rare, much the same way magic items in 5e are. In other words, I want to run a campaign where a monster can be a threat in a bigger level range than usual. After looking at 5e for a while, it really does look as simple as not increasing to-hit, ac/ref/fort/will, skills and magic items by level. This also gets me off the hook for the continual magic item feeding 4e in many ways are built around and I can just drop the assorted expertise feats and the rest of the feats added to the system to "balance" the borked math. What's left of the scaling in 4e is hp, damage and the strength of the powers. In addition you have the stat gains and magic item bonuses that aren't tied to the +1 pr x levels. What I would have to do is basically rewrite the to-hit, defenses and skills of all the monters I would want to use. Something I could probably get from creating a small generic chart for each monster role. The alternative as it looks now is to run a 5e campaign, but I do feel that the current draft is just a bit too rough. The upside is that 4e combat has a tendency to drag on a bit and 5e combat looks to be really fast. So, I am wondering if there is something I haven't thought of or mentioned that would be important for such a house-ruled campaign? As a player, what would you see as the downside to the math flattening? [/QUOTE]
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Viability of a flatter math 4e campaign?
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