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What's wrong with Epic Tier and how do we fix it?
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<blockquote data-quote="FourthBear" data-source="post: 4689824" data-attributes="member: 55846"><p>Yes, I would definitely agree that this is a problem as well. In fact, I think it leads into a more general issue with the powers so far: they have too little effect on a miss. In the previous editions of D&D, it was a very low probability at higher levels that the warrior types would end up accomplishing nothing in a round, IME. Especially in 3e, multiple attacks and high initial attack bonuses practically guaranteed a hit with your first strike. So the effect that most of the time, rolling poorly simply meant that you missed with two out of three attacks. This mostly meant your warriors were accomplishing some kind of progression for victory every round. Your spellcasters often used spells that caused half damage on a save or high gamble effects that had a low probability of success, but shut down opponents completely (this is complicated by spell resistance).</p><p></p><p>In general, I like the way that 4e has cut down on multiple attacks and pushed the attack bonus/defenses such that they scale better with level. However, with the current mix of powers, it can result in frustration when a rash of low die rolls comes around. While that's not necessarily a bad thing, I think there have been enough complaints about wiffs, grinding combats and the like to take another look at the math and power mixes. As you noted, Leaders can provide to hit bonuses to others, but very often these depend on the Leader hitting in the first place, resulting in uneven cascades. I think that in general, more 4e powers at the will and encounter frequencies should have some positive effects on a miss.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4689824, member: 55846"] Yes, I would definitely agree that this is a problem as well. In fact, I think it leads into a more general issue with the powers so far: they have too little effect on a miss. In the previous editions of D&D, it was a very low probability at higher levels that the warrior types would end up accomplishing nothing in a round, IME. Especially in 3e, multiple attacks and high initial attack bonuses practically guaranteed a hit with your first strike. So the effect that most of the time, rolling poorly simply meant that you missed with two out of three attacks. This mostly meant your warriors were accomplishing some kind of progression for victory every round. Your spellcasters often used spells that caused half damage on a save or high gamble effects that had a low probability of success, but shut down opponents completely (this is complicated by spell resistance). In general, I like the way that 4e has cut down on multiple attacks and pushed the attack bonus/defenses such that they scale better with level. However, with the current mix of powers, it can result in frustration when a rash of low die rolls comes around. While that's not necessarily a bad thing, I think there have been enough complaints about wiffs, grinding combats and the like to take another look at the math and power mixes. As you noted, Leaders can provide to hit bonuses to others, but very often these depend on the Leader hitting in the first place, resulting in uneven cascades. I think that in general, more 4e powers at the will and encounter frequencies should have some positive effects on a miss. [/QUOTE]
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