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What's wrong with Epic Tier and how do we fix it?
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<blockquote data-quote="Kraydak" data-source="post: 4689932" data-attributes="member: 12306"><p>First, you need to work on the foundations. 4e's Epic tier math is wonky, and leads to huge "well-built buffing leader/no well-built buffing leader" discrepancies. I would suggest all of:</p><p></p><p>1) change all the stat bumps to bump either all stats (like the 11/21) or 4 stats, at least one in each pair (str/con; int/dex; wis/cha).</p><p>2) increase the bonus of all stat bumps to 2</p><p>3) the above increases stat modifiers by 4. Masterwork heavy armor gives 6 points. So remove current masterwork heavy armor, add the 4+6=10 points and distribute them to taste. I would suggest 2 per +, starting at +2s.</p><p>4) IMPORTANT: go through all powers that CAN add +stat to ANOTHER person's attack roll, and change it to a flat +2, and change similar bonuses to damage to flat +4s. (modifying miss effects and other complications accordingly).</p><p></p><p>We have now "fixed" the circa 4 points advantage that NPCs get due to superior scaling (by boosting stats) and fix the problem of too large non-AC-defense holes (by making sure everyone boosts a stat for each defense). We have also nerfed Leader bonuses to the point that they don't dominate d20 rolls, made it possible to compare parties with/without leaders, and removed the massive swing effect that landing, say, an epic tier Lead the Attack can have (it is still a huge buff).</p><p></p><p>In other words, you now have a reasonable foundation to build on that won't be party specific.</p><p></p><p>Now, play a session or 3, and then boost/nerf monster HP and damage (note: not attack or defenses) to taste. I would suggest percentage HP modifiers and maybe an extra die or two on attacks (according to damage die size, probably near the d8-d10 range, so 2d4s, 1 or 2d6 etc...). Modifying NPC crits alone will be too swingy if it is a large enough change to be effective.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4689932, member: 12306"] First, you need to work on the foundations. 4e's Epic tier math is wonky, and leads to huge "well-built buffing leader/no well-built buffing leader" discrepancies. I would suggest all of: 1) change all the stat bumps to bump either all stats (like the 11/21) or 4 stats, at least one in each pair (str/con; int/dex; wis/cha). 2) increase the bonus of all stat bumps to 2 3) the above increases stat modifiers by 4. Masterwork heavy armor gives 6 points. So remove current masterwork heavy armor, add the 4+6=10 points and distribute them to taste. I would suggest 2 per +, starting at +2s. 4) IMPORTANT: go through all powers that CAN add +stat to ANOTHER person's attack roll, and change it to a flat +2, and change similar bonuses to damage to flat +4s. (modifying miss effects and other complications accordingly). We have now "fixed" the circa 4 points advantage that NPCs get due to superior scaling (by boosting stats) and fix the problem of too large non-AC-defense holes (by making sure everyone boosts a stat for each defense). We have also nerfed Leader bonuses to the point that they don't dominate d20 rolls, made it possible to compare parties with/without leaders, and removed the massive swing effect that landing, say, an epic tier Lead the Attack can have (it is still a huge buff). In other words, you now have a reasonable foundation to build on that won't be party specific. Now, play a session or 3, and then boost/nerf monster HP and damage (note: not attack or defenses) to taste. I would suggest percentage HP modifiers and maybe an extra die or two on attacks (according to damage die size, probably near the d8-d10 range, so 2d4s, 1 or 2d6 etc...). Modifying NPC crits alone will be too swingy if it is a large enough change to be effective. [/QUOTE]
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