Forgive me if somewhere there is a better written and articulated article explaining this, but this is my re purposed ramble to my gaming group about the ridiculous vertical inflation inherit in Type 4 D&D.
Everything with a stat block in 4ed gets half its level added as a bonus (on top of special abilities, magic items and ability score bonuses) to its defenses, and to its rolls to hit and initiative and to skill checks.
Thus to break this down.
Lets say a level 1 peasant has say AC 12, Fort 12, Reflex 11, Will 11
This is from +1 of AC for padded clothes, +1 for Dex.
They have no bonus from level. They roll at +3 to hit (+1 for strength +2 for a poor quality spear).
They have 22 HP (Con +8).
+1 initiative
A tiger (level 6).
73 hp
AC 20 (+4 dex, +3 level, +3 natural) Fort 19 (+4 strength, +3 level bonus, +2 natural), Reflex 19 (+4 dex, +3 level, +3 natural), Will 17 (+2 wisdom, +3 level, +2 natural)
+11 for its bite attack. (+4 strength, +3 level, +4 for proficiency value of its teeth and natural).
+7 initiative (from memory) (+4 dex +3 level)
Now this may seem fine for your tiger and other beasties (which i don't necessarily disagree with) to have these stats but consider your standard level 21 Eladrin NPC "Ghaele of Winter" so a mage-like fellow.
HP 134
AC 33 (+9 dex, +10 level, + 4 natural/armour) Fortitude 30 (+6 con, +10 level, +4 natural) Reflex 33 (+9 dex, +10 level, +4 natural) Will 33 (+9 cha, +10 level, +4 natural)
Attacks +25 (+9 dex, +10 level, +6 natural [+2 implement, +4 enhancement/natural)
Initiative +19 (+9 dex, +10 level bonus).
This Eladrin also has +24 to diplomacy, +16 perception, +21 insight, and its untrained stealth is +19 - meaning particularly for perception and stealth that it is more perceptive than your average scout trained and employed by the military (by about twice as much) and is twice as stealthy as a trained footpad.
Which would be okay, if the Eladrin wasn't a frostmage.
My point is this can be remedied easily by scrapping every things + half level to bonuses.
This changes the game from being a vertically scaling arms race of points, to one in which player character growth is horizontal (by gaining new abilities and cool stuff) and focused into the areas where the character is good. The difficulty class suggestions for tasks can then remain the same across the entire campaign, and not have to ramp up vertically to account for these ridiculous abstract bonuses. The barbarian who does not know much about arcana then does not get abstract bonuses to arcana because they got experience from killing things, that puts them ahead of apprentice mages who are are studying arcana. Similarly the bumbling professer-mage doesn't get abstract bonuses to stealth enough to sneak better than most of the footpads in the slums. Characters will get better at their focused areas, but not necessarily at everything.
Even if characters won't get as many points across the board characters recieve plenty of vertical bonuses (magic gear providing +2 to something, skill training, ability score increases every 2 levels, feats and HP),
Thus at level 15 the peasants struggle to hit characters, not because they have an abstract +7 bonus to defenses because "oooh they're level 15", but rather because they have more abilities, better equipment. Even if it is more likely that peasant mob can hit and damage level 15 PCs, this should just force players to be more careful. It has the added bonus of meaning that level 4-5 town guards are still a potential threat at high levels, if they bring they full force of the law down.
So philosophically there seems no reason not to do away with the +half level to everything, as this removes the ridiculous vertical inflation, which seems to fufill little purpose other than indicating that certain enemies are almost impossible for characters to hit at low level, and that certain low-level enemies can be autohit at higher levels.
It also ads sense of a game world scale and progression that does away with the MMORPG ridiculous vertical value increases.
The vertical inflation just does not seem necessary at all, when it can just be done away with.
Oh and the best thing is that doing away with it on EVERY BEASTY and EVERY NPC or PC means that hey, everyone is at the same disadvantage, so the higher level monsters and characters are working on almost the same to hit and AC values, as PCs should have awesome magic. It just brings lower level characters and monsters up a notch in their ability to do damage and perhaps bring down higher level critters.
So yeah, that's my rambling.
Showing posts with label 4th ed. Show all posts
Showing posts with label 4th ed. Show all posts
Friday, January 6, 2012
Thursday, December 22, 2011
Injuries for 4th Edition
So i rapidly started GMing a 4th ed campaign this week. This was an injury-dismemberment idea i came up for it (though we aren't using it, because my players have been playing Dark Heresy for years and their sick of getting limbs blown off, which i think is a fair reason not to want a dismemberment system).
What i have tried to do is to piggy back as much as is possible on to the healing surges and death save system already in place in 4th ed. This is what i came up with:
When you are dropped to 0 or less HP, in each of your turns you roll a d20 and consult the table below. On the first roll on the table after you are dropped to 0 you can get a result that is lower than 1 and risk dismemberment or injury. Otherwise when you are dropped to zero HP and remain unconscious, any of the subsequent rolls have a minimum roll value of 1 (as you roll this each turn). If you are healed to full by another player or creature before your first roll on the table, you make a roll on it anyway to see if you lost an arm or some such, and can ignore the effects that aren't dismemberment or injury.
For each time you have already been dropped to 0 or less HP in a day you apply a negative of -1 to this table, and therefore repeated unconsciousness is how you end up risking dismemberment. This means if you have already been dropped to 0 HP or less twice in one day and are rolling on this table for your third bout of being a 0 or lower HP, you are at a -2 penalty, so you are more likely to bleed out, and actually risking injury.
A character dies when they reach their bloodied value in a negative HP. This represents dying of injuries and bloodloss, or catastrophic injury like decapitation.
D20
-5 or lower Loss of limb. Roll d20 – 1-5 Left Leg, 6-10 Right Leg, 11-15 Left Arm, 16-20 right arm. You evidently cannot use that limb anymore for checks or attacks and suffer appropriate penalties permanently. Some effects are summarised here. Loss of leg results in halving of movement speed and dexterity scores and imposes a -5 circumstance penalty on athletics and acrobatics checks and the like. Loss of arm results in an inability to wield weapons or implements with that arm anymore (obvious) and a -5 circumstance penalty on certain checks (disable device, search etc). You are bleeding out unless tourniquet is applied (DC15 heal check) and when you lose 1 hp in a round from rolling on this table you lose D3 HP instead of 1.
-4-3 Serious injury. When awake and for 2d4 weeks afterwards (unless magically healed) you grant combat advantage to enemies attacking you as your injury hampers your movement, using secondwind removes this penalty for the duration of an encounter. You temporarily lose a healing surge whilst injured. You are bleeding out unless tourniquet is applied (DC15 heal check) and when you lose 1 hp in a round from rolling on this table you lose d2 HP instead of 1.
-2-0 Light Injury. Whence awake and for 2d4 days afterwards (unless magically healed) you grant combat advantage to enemies attacking you as your injury hampers your movement etc. Using secondwind removes this penalty for the duration of the encounter.
0-10 Lose 1 hp.
11-19 No change
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