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Why is 4E so grindy?
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<blockquote data-quote="Lord Zardoz" data-source="post: 5114809" data-attributes="member: 704"><p>A few counter points / comments.</p><p></p><p>First, fewer monsters with more HP is a bit of a wash. Fewer monsters will just get dogpiled. But the to hit difference is what matters most here. Missing with your encounter / daily powers is a big deal, not only for raw damage output, but also due to the potential follow on effects. Success might inflict a Stun or Daze or Ongoing damage. Failure is often nothing, or just half damage.</p><p></p><p>You also need to consider the knock on effects of taking longer to kill something. It is not only a case of "target X will live longer". It is also a case of "target X will inflict more damage. It means that for however many more rounds the players must split their attacks among multiple targets. It means that a single round of combat requires more attack rolls to resolve.</p><p></p><p>In any case, the effect of a 2 point shift in to hit bonus has the largest effect at the extreme ends of the scale. There is not a substantive difference to a player between hitting on a 10 and hitting on a 12. But if you can hit a target on 17 and then need a 19, your chance of landing a hit drops by half. And if you have a higher level enemy that can inflict those small penalties to hit or gain a small bonus to AC, it skews things that much more.</p><p></p><p>An AC from X+4 wont matter to much to the guy with the most optimized character (18 base stat, +3 from weapon, etc). It will hit hardest for the guy who spread his stats around a bit more and likes Axes or Hammers more then Swords. When your Leader and Controllers stop hitting as often, your still losing a great deal of your offensive capabilities.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5114809, member: 704"] A few counter points / comments. First, fewer monsters with more HP is a bit of a wash. Fewer monsters will just get dogpiled. But the to hit difference is what matters most here. Missing with your encounter / daily powers is a big deal, not only for raw damage output, but also due to the potential follow on effects. Success might inflict a Stun or Daze or Ongoing damage. Failure is often nothing, or just half damage. You also need to consider the knock on effects of taking longer to kill something. It is not only a case of "target X will live longer". It is also a case of "target X will inflict more damage. It means that for however many more rounds the players must split their attacks among multiple targets. It means that a single round of combat requires more attack rolls to resolve. In any case, the effect of a 2 point shift in to hit bonus has the largest effect at the extreme ends of the scale. There is not a substantive difference to a player between hitting on a 10 and hitting on a 12. But if you can hit a target on 17 and then need a 19, your chance of landing a hit drops by half. And if you have a higher level enemy that can inflict those small penalties to hit or gain a small bonus to AC, it skews things that much more. An AC from X+4 wont matter to much to the guy with the most optimized character (18 base stat, +3 from weapon, etc). It will hit hardest for the guy who spread his stats around a bit more and likes Axes or Hammers more then Swords. When your Leader and Controllers stop hitting as often, your still losing a great deal of your offensive capabilities. END COMMUNICATION [/QUOTE]
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Why is 4E so grindy?
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