neceros
Adventurer
From many games and simulations, my group has been experimenting with Fourth Edition. We've noticed how there was a hint of something wrong in the background. We delved in to try and figure out what exactly was wrong with the system and how to improve upon it.
At first glance the system looks immeasurably better then Third. Mostly true, though we've made some discoveries to help our group make the system feel more epic or more heroic.
Hitpoints are too high.
I know this was done for a reason; mostly to make combat more realistic and less swingy. We feel the hitpoints are so exaggerated for NPCs and Monsters that it detracts from everyone's fun. Although we don't have a perfect system to replace hitpoints yet, most of the time cutting HP in half seems about right.
To explain, our players were feeling like they were merely cutting or barely hitting the enemies and it was taking too long to take out a general bad guy. Thematic as it is, it's not heroic or fun. Solos and Elites can go ahead and remain their extreme hitpoints as that is their job: Big tough baddies.
Power doesn't scale right.
Fact: Meteor swarm can't kill a single level one goblin 50% of the time. This is an issue. Again, we understand the power scales differently to balance the game as a whole, but the problem is that there's no real difference in power. Variety and options expand, power scales horizontally, but not vertically. It's an issue in a level based system where gaining levels doesn't mean much in damage.
Hit points and damage need to scale differently, we just don't know how yet. Attacks and Defenses seem spot on: Five stars there.
Variety is too limited.
This one, I believe, will be fixed when more splat books come out. It's the same feeling I got when 3.0 was released. It was exciting and looked fun, but after a few games we were all playing repeats of characters. This will fix it self eventually, but I thought I'd still say this is an issue.
That's pretty much it so far. We're striving to make the game more fun without bringing down the balance. Combat lasts too long, even with everyone rolling their attacks and damage before it's their turn and simply spouting off numbers to the DM. It's not fun, but we've done it to try and see if it went faster. Didn't really help.
Thoughts?
At first glance the system looks immeasurably better then Third. Mostly true, though we've made some discoveries to help our group make the system feel more epic or more heroic.
Hitpoints are too high.
I know this was done for a reason; mostly to make combat more realistic and less swingy. We feel the hitpoints are so exaggerated for NPCs and Monsters that it detracts from everyone's fun. Although we don't have a perfect system to replace hitpoints yet, most of the time cutting HP in half seems about right.
To explain, our players were feeling like they were merely cutting or barely hitting the enemies and it was taking too long to take out a general bad guy. Thematic as it is, it's not heroic or fun. Solos and Elites can go ahead and remain their extreme hitpoints as that is their job: Big tough baddies.
Power doesn't scale right.
Fact: Meteor swarm can't kill a single level one goblin 50% of the time. This is an issue. Again, we understand the power scales differently to balance the game as a whole, but the problem is that there's no real difference in power. Variety and options expand, power scales horizontally, but not vertically. It's an issue in a level based system where gaining levels doesn't mean much in damage.
Hit points and damage need to scale differently, we just don't know how yet. Attacks and Defenses seem spot on: Five stars there.
Variety is too limited.
This one, I believe, will be fixed when more splat books come out. It's the same feeling I got when 3.0 was released. It was exciting and looked fun, but after a few games we were all playing repeats of characters. This will fix it self eventually, but I thought I'd still say this is an issue.
That's pretty much it so far. We're striving to make the game more fun without bringing down the balance. Combat lasts too long, even with everyone rolling their attacks and damage before it's their turn and simply spouting off numbers to the DM. It's not fun, but we've done it to try and see if it went faster. Didn't really help.
Thoughts?