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<blockquote data-quote="mudlock" data-source="post: 5630294" data-attributes="member: 95211"><p>I remember my first 4e game (KotS preview, I had the halfling rogue) and, wow!, I did 20-something damage and tossed the enemy 15 feet away and off a cliff! It was amazing! Yes, my in-game power seemed huge by comparison to the "real world" (no 4' tall guy with a knife is going to throw a 200 pound lizard 15') and compared to a 1st level character in earlier editions (no 1st level rogue (or thief) could do that in earlier editions.)</p><p></p><p>Saying "yeah, but the bad guys have more hitpoints too" is irrelevant to that feeling.</p><p></p><p>I think it's awesome. I can conceive see how someone might miss the old days of fearing for your character's life at the sight of a house cat, but I don't share it.</p><p></p><p>That said, if you wanted to simulate that old feeling, knock off a couple multiples of per-level hitpoints and a few points of half-level bonuses, and start at level -2 (any further and the defenders will have _fewer_ hitpoints than the controllers, and that seems wrong.) Take advantage of the opportunity to handle the /other/ thing that character levels track: complexity. Drop class encounter power, daily power, and the feat, and let the players pick those as the gain levels -1, 0, and 1 (not sure what to do for essentials classes...) Focus on players learning their racial and class features.</p></blockquote><p></p>
[QUOTE="mudlock, post: 5630294, member: 95211"] I remember my first 4e game (KotS preview, I had the halfling rogue) and, wow!, I did 20-something damage and tossed the enemy 15 feet away and off a cliff! It was amazing! Yes, my in-game power seemed huge by comparison to the "real world" (no 4' tall guy with a knife is going to throw a 200 pound lizard 15') and compared to a 1st level character in earlier editions (no 1st level rogue (or thief) could do that in earlier editions.) Saying "yeah, but the bad guys have more hitpoints too" is irrelevant to that feeling. I think it's awesome. I can conceive see how someone might miss the old days of fearing for your character's life at the sight of a house cat, but I don't share it. That said, if you wanted to simulate that old feeling, knock off a couple multiples of per-level hitpoints and a few points of half-level bonuses, and start at level -2 (any further and the defenders will have _fewer_ hitpoints than the controllers, and that seems wrong.) Take advantage of the opportunity to handle the /other/ thing that character levels track: complexity. Drop class encounter power, daily power, and the feat, and let the players pick those as the gain levels -1, 0, and 1 (not sure what to do for essentials classes...) Focus on players learning their racial and class features. [/QUOTE]
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