4e optimization...

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MartinHarper
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Post by MartinHarper »

shau wrote:Veteran's armor let's you have a daily back for an action point.
Actually, that's been errata'd, as of a few days ago.
shau wrote:Actually, you can only activate item's daily so many times based on your tier. You get 1 at heroic, 2 at paragon, and 3 at epic.
You recharge a magic item use every milestone, so it goes:

Wake up: 3 uses
Encounter 1: down to two uses
Encounter 2: down to one use, but back up to two as it is a milestone
Encounter 3: down to one use
Encounter 4: down to no uses, but back up to one as it is a milestone
Encounter 5: down to no uses

But sure, if you use that belt all the time, you don't get to use other magic item powers.
Lago PARANOIA
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Post by Lago PARANOIA »

It doesn't matter though, because the class with the most overpowered relative to 4E dailies also gets the most methods of replenishing them.

The Archmage class adds like 3 ways to squeeze an extra use out of your dailies. There's a feat which name escapes me in epic tier that gives you an extra magic item daily. And there's also a (level 29) item that lets you burn MI dailies for real attack dailies.

The fact that Veteran's Armor got nerfed is extremely baffling in light of this. A rogue getting back an attack that does an extra 20 damage and daze is overpowered, but a wizard throwing out a stunlock + ongoing damage on a group of foes is not.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
shau
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Post by shau »

MartinHarper wrote: Actually, that's been errata'd, as of a few days ago.
I figured it would be. Of course, I don't know anyone who actually collects errata, so I doubt it matters. What does it do now?
You recharge a magic item use every milestone, so it goes:
You're right. I just read the whole one use a day part, and did not even notice the whole taking back what we just said part.
MartinHarper
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Post by MartinHarper »

shau wrote:I figured it would be. Of course, I don't know anyone who actually collects errata, so I doubt it matters. What does it do now?
It keeps the property, but loses the power.
shau
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Post by shau »

4e game impressions. The party was my dwarven battle rager, a drow rogue, a paladin dragonborn, a drow warlock, and a human cleric.


When I say die, I mean fall to 0 hp and go into save or die mode.

-The character builder is actually a decent tool. It kinda looks like it was made by someone in their spare time but it is helpful.

-DMs and players need to come to a gentleman's agreement not to stomp dying characters. A coup de grace after someone falls to zero hitpoints totally screws up the game.

-I think my fighter did okay, he was hit about twice the whole game, then the DM said screw this and went after squishier targets. I should have probably worn the chainmail. I pretty much failed as a defender, since everyone could dance around me even though I took up four squares since I was riding a draft lizard.

-The paladin was pretty much the star of the show. He stood out most when he was using his racial Dragonbreath thing, which really destroyed minions and was impressive on some instinctual level. The DM also let him mark every enemy he hit with it, which added some extra damage. Most of his defending consisted of trying to stay near his enemies so his mark would stay active and healing the dying after the fight. He did not do a lot of damage.

-On the first encounter the drow rogue charged forward and shot his crossbow, missed, and died spectacularly when the enemy swarmed over him. He spent the rest of the night hiding in back and taking potshots. Still contributed some damage and was not a liability.

-I think the cleric died every battle. He had a 16 AC and short range lasers. The enemy would just swarm over him and stab him to death. I think once he did not even get a healing word off.

-The drow warlock tended to die almost as much as the cleric. He also had low AC and a tendency to do enough damage to be noticed. He was a feylock but eyebite and fey step did not seem to help much.

-I have know idea how people without heavy armor or one of the major defense stats are expected to stay alive.

-Most 4e battles resemble a game of smear the queer. The enemies all dogpile and then gangbang your most vulnerable character. We tried to change it up a bit but at then end of the day the best thing for us to do was just counter gangbang one of their dudes. It's enough to make me suspect that a wizard might actually be a useful controller with things like fireball if they could choose to miss allies.

-That said, having a player with the nickname "Dies Soon" isn't that bad a deal. If our cleric had not been allowed to use healing word between battles him and the warlock would have hit zero healing surges after a couple of encounters. That would have let us rest after every third battle or so. I expect the ace 4e teams to designate someone the redheaded step child, let him soak up all the punishment, and then use him as an excuse to rest.

-I think the DM has more fun than the players this time. He really seemed to put thought into and enjoy moving around a handful of monsters that would get synergistic bonuses depending on how they were arrayed. I think team of goblins have more strategic depth than a 4e character.

-I will probably go again. It wasn't that bad and it was nice to game again.
Last edited by shau on Wed Feb 04, 2009 3:18 am, edited 1 time in total.
Lago PARANOIA
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Post by Lago PARANOIA »

Your DM really screwed up on the breath marking thing. Paladins have persistent one-at-a-time marks, fighters can only mark per attack and per round. What did you think was going to happen?

If you're getting ignored as a fighter, this means one of two things have happened with your party. Either you don't have a credible offense or your party's defense is way too low. As a dwarven battlerager, probably the second feat you should pick up is Dwarven Weapon Proficiency. Pick up an Executioner's Axe and punish the hell out of enemies for ignoring you.

If your teammates' ACs are too low...

Wizards have no excuse not to have one the higher ACs of the game. They have intelligence as a primary stat and can pick up Leather Armor Proficiency with a song and a dance. If you're not going to be an orblock wizard (understandable, since they don't get many good lock spells other than sleep in heroic tier), go Staff of Defense and pick up a +1 Defensive Staff at your first opportunity. Bam, easily a 20 AC by level 2. Between their high AC, acceptable hit points, and the shield spell/staff of defense feature, they really drop down in the target priority.

Every wizard should pick up Illusory Ambush if they pick up the character builder.

There's no excuse to have a warlock in the party at heroic tier. They're just like wizards only they have less combat-turning around spells, have a smaller selection of spells, and are squisher targets. A constitution/intelligence based warlock has an acceptably high survival rate, but you could be an intelligence/constitution wizard and have better spells and defenses and shit.

Artful Dodger rogues suck snail bait. They don't do enough damage for the amount of risk they have to take and are also cheated out on melee damage feats. Be a brutal scoundrel rogue, or better yet, be a ranger. Flanking is a VERY risky way of grabbing combat advantage in 4E if you're not tough like a fighter or a paladin, since monster encounter groups are larger. Tell your friend to ditch that pussy-ass rogue and grab himself a ranger.

The first feat any cleric should go for is scalemail or light shield proficiency. The second feat any cleric should go for is a heavy or light shield proficiency or a double weapon proficiency (unwise, since it locks them out of Crusader maces) . If they can't afford either then they built their cleric all stupid. There's nothing wrong with laser clerics, it's just that they tend to suck more at lower levels because building them isn't as intuitive as battle clerics.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Lago PARANOIA
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Post by Lago PARANOIA »

-I think my fighter did okay, he was hit about twice the whole game, then the DM said screw this and went after squishier targets. I should have probably worn the chainmail. I pretty much failed as a defender, since everyone could dance around me even though I took up four squares since I was riding a draft lizard.
I find this statement sort of baffling. How the hell were you being ignored? Fighters punish monsters heavily at heroic tier for ignoring them, especially when they grab shit like bloodclaw axes (available at level 2). Hell, they have the combat superiority class feature that prevents monsters from moving altogether and they also have the combat challenge feature which really discourges monsters from shifting.

Oh, also, tell your paladin buddy to pick up Battle Awareness (Martial Power feat). You need that extra punishing attack, if for no other reason than bluffing.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
shau
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Post by shau »

Lago PARANOIA wrote:
I find this statement sort of baffling. How the hell were you being ignored? Fighters punish monsters heavily at heroic tier for ignoring them, especially when they grab shit like bloodclaw axes (available at level 2). Hell, they have the combat superiority class feature that prevents monsters from moving altogether and they also have the combat challenge feature which really discourges monsters from shifting.
Sometimes they swarmed all over the cleric before I got a turn. I would run up and use rain of blows to attack and mark, but unless it was certain death again they would ignore the extra attack. They usually had CA which pretty much negated the penalty to hit. If they needed to move to get to the cleric they would double move to continue the move even after being hit by my combat superiority thing.

I was doing a lot of damage, but not so much that attacking the guy with 16 AC and 30ish hp was not a good idea.
Lago PARANOIA
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Post by Lago PARANOIA »

shau wrote:Sometimes they swarmed all over the cleric before I got a turn. I would run up and use rain of blows to attack and mark, but unless it was certain death again they would ignore the extra attack. They usually had CA which pretty much negated the penalty to hit. If they needed to move to get to the cleric they would double move to continue the move even after being hit by my combat superiority thing.

I was doing a lot of damage, but not so much that attacking the guy with 16 AC and 30ish hp was not a good idea.
I'm a bit surprised that the monsters were continually able to do that, especially with two meatshields. Were you continually fighting in a featureless, open field? I'm also surprised from a metagame standpoint that the DM was continually doing that. Why on earth were they ignoring the more damaging target to beat up on a character that can't do much at that level?

Also AC 16 for that level is some seriously suckass AC. What the hell was the cleric doing? Tell his ass to get a Magic Armor Upgraydde and sink feats into heavy shield proficiency or some scalemail.
shau
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Post by shau »

Lago PARANOIA wrote: I'm a bit surprised that the monsters were continually able to do that, especially with two meatshields. Were you continually fighting in a featureless, open field? I'm also surprised from a metagame standpoint that the DM was continually doing that. Why on earth were they ignoring the more damaging target to beat up on a character that can't do much at that level?

Also AC 16 for that level is some seriously suckass AC. What the hell was the cleric doing? Tell his ass to get a Magic Armor Upgraydde and sink feats into heavy shield proficiency or some scalemail.
Combat area was pretty wide. Wide enough to move and then charge in from the sides. We were for the most part traveling to get to the dungeon area. A lot of times he would also get ahead of me to use lance of faith or sacred flame. Cleric's feats are improved initiative and two other things that did not seem to help. I bet one of them was skill focus, something or another. I forget what the excuse for no magic armor was.

Seriously, if you have not seen it done before, try watching what happens when the DM throws everything at the weakest member of the party. It's ugly.
Lago PARANOIA
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Post by Lago PARANOIA »

shau wrote:Combat area was pretty wide. Wide enough to move and then charge in from the sides. We were for the most part traveling to get to the dungeon area. A lot of times he would also get ahead of me to use lance of faith or sacred flame. Cleric's feats are improved initiative and two other things that did not seem to help. I bet one of them was skill focus, something or another. I forget what the excuse for no magic armor was.
There shouldn't be one. You were using Rain of Blows, which indicates to me that your party should be level 3. I can understand not grabbing a magical armor at level 2 and grabbing a symbol instead but there's no excuse not to have magical armor by level 3.

Really, here's what the player's AC should look like at that level:

AC: 10 (base) + 7 (armor) + 1 (enhancement) + 1 (shield) + 1 (base level bonus) = 20. By level 6 it should be 24.
shau wrote:Seriously, if you have not seen it done before, try watching what happens when the DM throws everything at the weakest member of the party. It's ugly.
While I'm definitely not defending 4E's mechanics since it's easier to have a scenario like that then the game designers boast:

I do want to point out that any RPG will turn ugly if the DM has monsters arbitrarily try to do that. Hell, in a rare bit of logic the Dungeon Master's Guide actually comes right out and tells DMs not to be a douchenozzle and do that.

If the DM is going to be a dick ahead of time and target PCs based on purely metagame knowledge like 'he's the weakest!' instead of more in-character concerns like 'he's hurting us the most!' or 'he's throwing down disabling effects!' or even 'he was the last guy to attack me!' then you need to have a chat with him.
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Post by Roy »

So basically 4.0 breaks when the DM plays mobs intelligently (focus fire, so that your Piddly Shit scratches actually do something).

I'll add that to the list, right below '4.0 breaks if you try to do something meaningful' and above '4.0 breaks if you think about it, kinda like religion'.

Thanks for that. Carry on.
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Post by Elennsar »

If the DM is going to be a dick ahead of time and target PCs based on purely metagame knowledge like 'he's the weakest!' instead of more in-character concerns like 'he's hurting us the most!' or 'he's throwing down disabling effects!' or even 'he was the last guy to attack me!' then you need to have a chat with him.
Apparently, "he looks soft and squishy" with the idea that monsters are intelligent enough to tell the signs of that, is metagame.

Damn. And here I was thinking that there was a reason to use the Kingdoms of Kalamar spell that made it look like you were wearing armor. Or that someone else was casting spells instead of you.
Trust in the Emperor, but always check your ammunition.
MartinHarper
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Post by MartinHarper »

shau wrote:I have no idea how people without heavy armor or one of the major defense stats are expected to stay alive.
If by "alive" you mean "positive hps", then they're not. PCs are supposed to be knocked unconscious from time to time.
shau wrote:-DMs and players need to come to a gentleman's agreement not to stomp dying characters. A coup de grace after someone falls to zero hitpoints totally screws up the game.
This is in the PHB or DMG. Perhaps both.
Roy wrote:So basically 4.0 breaks when the DM plays mobs intelligently (focus fire, so that your Piddly Shit scratches actually do something).
In my experience as 4e DM, focus fire is a good tactic for both PCs and Monsters, but not a game-breaking one. There are counter-tactics available.
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Post by Roy »

Hardly limited to 4.0. It's true in any and every system where damage does nothing until it KOs or kills. Damage is worthless, unless it bypasses that Critical Existence Failure threshhold.
Lago PARANOIA
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Post by Lago PARANOIA »

Roy wrote:Hardly limited to 4.0. It's true in any and every system where damage does nothing until it KOs or kills. Damage is worthless, unless it bypasses that Critical Existence Failure threshhold.
The truth of this statement cannot be understated.

Right now, D&D (all editions, not just 4th) are set up so that monsters suiciding themselves to take out one member of the 6-person opposing team is better than leaving all PCs at 10% health. That's fucking fucked up and leads to gangbang situations.

In Shadowrun, enemies don't have as much of an incentive to focus fire on someone as they do in any edition of D&D. If you've got someone taking heavy wound penalties it's better to start taking out other PCs. Wasting time taking someone from -6 to KO when you still have fully healthy opponents on the same side is a bad idea in that game. At least when the dice pools are small, I'm not sure what happens when the pools reach 20+.

The net result of course is that even if you go down, you can still participate in the fight in minimal ways and you won't die unless everyone else does. And since in almost every game death is a pain in the ass to reverse it's more fair and makes people feel less like they're being picked on.

In some ways, 4E tries to address this with the defender role but any headway made by this is completely wrecked by the fact that some monsters gain additional effects when they're bloodied or when they have someone bloodied. Unless you have an area stunlock it's better to focus fire on one opponent.

... unfortunately, every edition of D&D has been like that.

At least in late game when it becomes nearly impossible to gangbang someone in two to three rounds monsters generally try to spread out their stunlocks. That's more fair.
Username17
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Post by Username17 »

Lago wrote:I'm not sure what happens when the pools reach 20+.
It usually turns into one-shot-drops, so it doesn't really matter. Everyone targets "whoever" because a tag s generally a dropped opponent. So there's no real incentive to synchronize fire. Everyone just takes shots as they become available.

-Username17
Last edited by Username17 on Fri Feb 06, 2009 9:00 am, edited 1 time in total.
Roy
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Post by Roy »

It doesn't even take a suicide really. Just focus fire until one drops (takes about one round) then repeat, slowly turning the tide in your favor by winning Action Economy. It's not like anything but a glorified house cat monster with its whopping 1 HP will die in that timeframe. Unless you focus fire too that is. Scratching up multiple PCs is just asking them to shrug, win, and pull out the Lesser Vigor wands or Mass Cure spells or whatever equivalent the system has. Not threatening at all, just a boring little depletion of resources that probably does not actually bother you.

Sad thing is I had this discussion with a Monktard recently and in expected fashion he completely Failed to understand the concept of 'when you have three rounds max and more likely one or two it is flat out impossible to be dangerous without either doing high amounts of damage to the point of one round KOs or borderline, or instant death effects, as anything else just doesn't do enough in the short time allotted'. This is the nature of Rocket Tag.

Also, he Failed to understand iterative probability, claiming that no, you don't have a 0.006% chance to still be alive after being hit by 14 death attacks with a 50% chance to survive each one. Because as we all know, blatant lies trump math. :roll:

What is it with idiots and Failing to understand iterative probability anyways?
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Post by RandomCasualty2 »

Roy wrote:It doesn't even take a suicide really. Just focus fire until one drops (takes about one round) then repeat, slowly turning the tide in your favor by winning Action Economy. It's not like anything but a glorified house cat monster with its whopping 1 HP will die in that timeframe. Unless you focus fire too that is. Scratching up multiple PCs is just asking them to shrug, win, and pull out the Lesser Vigor wands or Mass Cure spells or whatever equivalent the system has. Not threatening at all, just a boring little depletion of resources that probably does not actually bother you.
Yeah, really I think one of the big flaws of 3.5 and 4E is that they both don't have any control for the focus fire problem. Focus fire is okay in a game where you expect units to be expendable, like a war game. So if people focus fire on the battleship, nobody cares.

But if you expect to have recurring characters or dramatic combats where the enemy villain is supposed to be a badass, then having focus fire as the best tactic is bad for the game.
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Post by Roy »

It's only a problem if you can't counter it.
Lago PARANOIA
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Post by Lago PARANOIA »

Roy wrote:It's only a problem if you can't counter it.
Unless you have some kind of reverse-abalative defense where the more times you get attacked in a round the less damage the opponents do then this is impossible.

Even if someone could counter it, logic stands that everyone else in the party will have a counter-defense to your attacks as well. Therefore the best strategy is still to focus-fire.

There's two ways you can handle this problem.

One is to make it so that the opposition is punished heavily for attacking anyone but the designated victim--who will also have the highest defenses and buff/heal resources directed to him. 4E tries for this, but fails, since a group of even 3 or 4 enemies can overwhelm the defenses of even the best 'defender'.

You know what's retarded? A 3E fighter with combat reflexes was a better 'defender' than his 4E counterpart.

The option option is twofold. First you have to make wailing on a victim after a certain point... pointless. D&D fails heavily in this regard as even if you have a handful of hit points remaining you're still just as dangerous as if you were at full health.

If the party contributes to the defeat of enemies more or less equally but they don't have the same toughness then enemies are going to single out the weakest party member. D&D's dumb crap where there are PCs who are designated the glass cannon needs to go.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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