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What's wrong with Epic Tier and how do we fix it?
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<blockquote data-quote="Runestar" data-source="post: 4691882" data-attributes="member: 72317"><p>I don't see the rationale. A lv30 foe should be as challenging vs a lv30 party as a 1st lv foe challenges a 1st lv party. If you want a tougher challenge, then you use higher level foes. It seems to defeat the purpose of using monster level as a guideline if you are going to think "I want said monster to be tough, so I will make it more powerful than its level suggests it ought to be..."</p><p></p><p>While it is true that attacks lag behind monster defenses at higher lvs, my guess is that the designers felt that players would have more resources at their disposal at this point, and likely be able to find some way of working around this issue. </p><p></p><p></p><p></p><p>I should be a fine one to talk, since I don't even play 4e, but my impression of this thread is that the posters here at best can only get a very general idea that something is amiss, but they are not entirely sure where the problem lies, much less how to go about fixing it. It is going to take some heavy playtesting to find out what actually works and what doesn't.</p><p></p><p></p><p></p><p>Maybe I didn't make myself clear in my post, but I was not exactly criticizing the 4e monster creation guidelines, merely pointing out a "feature" as noted by Derulbaskul. I agree that it shouldn't really matter how their stats are derived so long as it results in a balanced problem (who really cares if a 1HD monster has 50hp if it plays properly). </p><p></p><p>For most part, 3e stat complaints tend to revolve around very superficial observations such as "That npc fighter has 2 more skill points than he should have!", which really have a negligible impact in combat.</p></blockquote><p></p>
[QUOTE="Runestar, post: 4691882, member: 72317"] I don't see the rationale. A lv30 foe should be as challenging vs a lv30 party as a 1st lv foe challenges a 1st lv party. If you want a tougher challenge, then you use higher level foes. It seems to defeat the purpose of using monster level as a guideline if you are going to think "I want said monster to be tough, so I will make it more powerful than its level suggests it ought to be..." While it is true that attacks lag behind monster defenses at higher lvs, my guess is that the designers felt that players would have more resources at their disposal at this point, and likely be able to find some way of working around this issue. I should be a fine one to talk, since I don't even play 4e, but my impression of this thread is that the posters here at best can only get a very general idea that something is amiss, but they are not entirely sure where the problem lies, much less how to go about fixing it. It is going to take some heavy playtesting to find out what actually works and what doesn't. Maybe I didn't make myself clear in my post, but I was not exactly criticizing the 4e monster creation guidelines, merely pointing out a "feature" as noted by Derulbaskul. I agree that it shouldn't really matter how their stats are derived so long as it results in a balanced problem (who really cares if a 1HD monster has 50hp if it plays properly). For most part, 3e stat complaints tend to revolve around very superficial observations such as "That npc fighter has 2 more skill points than he should have!", which really have a negligible impact in combat. [/QUOTE]
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