Mercurius
Legend
This is a two-part post because they are related subjects with a lot of overlap.
First, Hit Points. I get it: An Elite monster is supposed to be able to stand up to three PCs of the same level, a Solo against five PCs (or something like that; I'm too lazy to go look it up). But the inflated hit points just seem...artificial, and so extremely gamist that anyone with a simulationist bone in their astral body will cringe in horror (Don't get me wrong, I'll all for the holy tenet of Game Balance, but think it has to be, ah, balanced with other factors, such as a sense of internal consistency, narrative potency, etc).
For example: I'm running Scions of Punjar and there is an 8th level Elite human rogue (Oskar), owner of a pawnshop and somewhat wormy and cowardly, but happens to have 172 HP--about as much as a 20th level fighter (!). Why would a pawnshop owner with 172 HP have anything to fear? And, more importantly, how does that make any kind of sense? What happened to verisimilitude? And what happened to just making NPCs NPCs and not in the Monster type paradigm? Why can't he be an 8th-level rogue with appropriate HP, which for him would be 61 (level 8 rogue = 12 base + (7 lvls x 5) + 14 CON)? (And where did the number "172" come from, anyways? On page 185 of the DMG it says that Elites have twice the normal HP, including the CON score, which would give Oskar only 122...typo?). So why make Oskar a Monster at all? Why not just make him, as a leveled human, an NPC with 61 HP? Is this a flaw in the system or bad adventure writing or just me?
And it isn't always just the Elites and Solos; in the same adventure, which is for PCs level 4-6, there is a scene where a horde (29) skeletons and zombies attack the PCs; 8 of them are minions with 1 HP, one is a boneshard with 78 HP, but twenty of them have 40 or 46 HP, meaning they cannot be killed with a single attack, even with a rogue sneak attack. How is that a manageable combat? Now I must admit that the party was all 3rd level with one 4th level character, but still...even if they had all been 4th level that would have been a ton of HP they would have to dole out. I ended up reducing the skeleton and zombie HP by half, sometimes a third--I decided to go for dramatic effect so that when the swordmage did solid damage (I think 13 HP) to a bunch of them with Flame Cyclone, he killed those he damaged; the same with the wizard and Shock Sphere (which I think was about 15 HP).
It just seems anticlimactic for the wizard to cast Shock Sphere, roll to hit 11 times and hit 8 of them, then only do about a third total damage to a bunch of skeletons and zombies (And yes, I'm one of those folks that think the wizard is underpowered, even with the nice burst spells). To put it another way, why does your garden variety skeleton have as much HP (46) as a 3rd level fighter?
Which seguys into the second topic, how to simplify combat. Overall, even after about eight sessions played, I'm finding 4E combat to be clunky and overly time-consuming. I'm thinking of ways to simplify it; the problems seem to be mainly three-fold:
The easy solutions that come to mind are:
Now while like the idea of Powers and think the Power Sources are elegant and a conceptual improvement to the game from previous editions, I'm not really liking how they work in practice. I'm toying with the idea of scrapping powers (but not power sources) and designing some kind of guidelines for a freeform power/action system where the PCs narratively make up what they want to do on the spot and I assign a target number and any possible combat modifiers....but that's another discussion.
Thoughts?
First, Hit Points. I get it: An Elite monster is supposed to be able to stand up to three PCs of the same level, a Solo against five PCs (or something like that; I'm too lazy to go look it up). But the inflated hit points just seem...artificial, and so extremely gamist that anyone with a simulationist bone in their astral body will cringe in horror (Don't get me wrong, I'll all for the holy tenet of Game Balance, but think it has to be, ah, balanced with other factors, such as a sense of internal consistency, narrative potency, etc).
For example: I'm running Scions of Punjar and there is an 8th level Elite human rogue (Oskar), owner of a pawnshop and somewhat wormy and cowardly, but happens to have 172 HP--about as much as a 20th level fighter (!). Why would a pawnshop owner with 172 HP have anything to fear? And, more importantly, how does that make any kind of sense? What happened to verisimilitude? And what happened to just making NPCs NPCs and not in the Monster type paradigm? Why can't he be an 8th-level rogue with appropriate HP, which for him would be 61 (level 8 rogue = 12 base + (7 lvls x 5) + 14 CON)? (And where did the number "172" come from, anyways? On page 185 of the DMG it says that Elites have twice the normal HP, including the CON score, which would give Oskar only 122...typo?). So why make Oskar a Monster at all? Why not just make him, as a leveled human, an NPC with 61 HP? Is this a flaw in the system or bad adventure writing or just me?
And it isn't always just the Elites and Solos; in the same adventure, which is for PCs level 4-6, there is a scene where a horde (29) skeletons and zombies attack the PCs; 8 of them are minions with 1 HP, one is a boneshard with 78 HP, but twenty of them have 40 or 46 HP, meaning they cannot be killed with a single attack, even with a rogue sneak attack. How is that a manageable combat? Now I must admit that the party was all 3rd level with one 4th level character, but still...even if they had all been 4th level that would have been a ton of HP they would have to dole out. I ended up reducing the skeleton and zombie HP by half, sometimes a third--I decided to go for dramatic effect so that when the swordmage did solid damage (I think 13 HP) to a bunch of them with Flame Cyclone, he killed those he damaged; the same with the wizard and Shock Sphere (which I think was about 15 HP).
It just seems anticlimactic for the wizard to cast Shock Sphere, roll to hit 11 times and hit 8 of them, then only do about a third total damage to a bunch of skeletons and zombies (And yes, I'm one of those folks that think the wizard is underpowered, even with the nice burst spells). To put it another way, why does your garden variety skeleton have as much HP (46) as a 3rd level fighter?
Which seguys into the second topic, how to simplify combat. Overall, even after about eight sessions played, I'm finding 4E combat to be clunky and overly time-consuming. I'm thinking of ways to simplify it; the problems seem to be mainly three-fold:
- Overly high HP totals for monsters,
- Confusing powers leading to many players having to look up and discuss their power during their turn, and
- Tons of tactical exceptions that are impossible to keep track of but seem to exist in almost any situation.
The easy solutions that come to mind are:
- Reducing most monster HP by 50-75%; look at Elites and Solos on a case-by-case basis, but many will get cuts (e.g. Oskar above and other NPCs).
- Make sure players have their power ready and are responsible for knowing what it does; if they don't they either have to pick something that they do or they lose their turn (kind of harsh, though).
- Ignore all the exceptions, unless they are easy and glaringly obvious, and just roll dice. DM's discretion trumps all.
Now while like the idea of Powers and think the Power Sources are elegant and a conceptual improvement to the game from previous editions, I'm not really liking how they work in practice. I'm toying with the idea of scrapping powers (but not power sources) and designing some kind of guidelines for a freeform power/action system where the PCs narratively make up what they want to do on the spot and I assign a target number and any possible combat modifiers....but that's another discussion.
Thoughts?