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Switch to Forum Live View Players should always build optimized characters in RPGA
4 years ago  ::  Sep 17, 2009 - 4:06AM #101
Madfox11
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Date Joined: Dec 2, 2005
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Deaths do happen on higher level tables, although they are likely less common. I have had PCs die at level 4 to 10 tables, mostly because of a mix of bad luck and bad tactical decisions (and none of them in complained about adventures). None of those deaths was at 6 PC tables, they were all 5 PC tables though and I suspect 4 PC tables are even more at risk. 4E most fun targer is 5 PCs even with the relatively easy difficulty modifiers.

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4 years ago  ::  Sep 17, 2009 - 3:02PM #102
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524

Sep 16, 2009 -- 9:23PM, Alphastream1 wrote:


Sep 15, 2009 -- 1:01PM, Elder_basilisk wrote:


First, it's not nearly as mysterious as you are making it out to be. There are modules and encounters that are generally challenging and that are rarely reported to be cakewalks.



Outside of the first half of SPEC1-2, I've had easy rounds of all of the ones you mentioned.  (I've had challenges with some of those as well, due to replaying, and I do know what you mean. Your point is valid).


That aside, the rest of your post was really interesting. I've been thinking on it off and on. I find probabilistic analysis to often fail in the face of human nature and actual play, but the rest of the argument was really very thought provoking. I'm mulling it over. It's a different type of thinking than I employ, and I suspect I'll be thinking on it for a while, if I ever grock it fully.


What do you think in terms of module construction? Is it realistic to say that LFR authors can aim to significantly reduce the swinginess and not hurt other aspects by limiting their construction? (Simple example: a lot of cool monsters have 2-3 rechargeable powers in the higher tiers of play). Should LFR authors aim to do so? Or should we just live with swinginess?




First, a comment about probabilistic analysis. I don't think the failure of things to always play out according to the odds is an argument against my analysis of 4es probabilities. In fact, the crux of my analysis is that by keeping the probabilities of individual rolls within a relatively constrained area in the vicinity of 50% (at least for PCs and monster attacks vs. AC, as I noted before, it is extremely rare for monster attacks vs. NADs to require more than a 7 or 8 even against a character's highest defense and it is not uncommon for them to hit a low defense on a 2), 4e ensures that actual play will see a wide variation of results. For instance, while it is unlikely that all six of the PCs' first attacks in combat would miss, the 1.56% chance will probably occur in at least one combat for at least one table in a large con. Likewise, the opposite result of the PCs' first six attacks all hitting will probably occur in at least one combat for at least one table. To some degree, this accounts for the swinginess of combat that people experience.


As to the rest, I think it is possible for LFR authors to aim to significantly reduce the swinginess of LFR modules. I don't think it is possible to entirely eliminate it since a portion of it is a consequences of the design decisions that went into 4e, but it should be possible to reduce it. Now, I have not written any non-My Realms LFR mods (and, since I am not willing to work with the writer's guidelines, I will not be doing any in the future either), but I don't think that working with the theories I proposed would hurt the modules mechanically, at least in the short term--and provided that they were not adopted strictly. (In some cases, it would be good to accept some swinginess in order to allow the use of different monsters that would create combats with different challenges and stories with different antagonists).


To some degree also, I think that the theories that I was talking about for reducing swinginess also point the way towards more enjoyable modules in general. For instance, I have yet to meet anyone who enjoyed trying to hit an AC 27 soldier at level 3. That situation is both swingy and frustrating (for those people who don't get lucky and finish the combat in round 1 with a pair of lucky crits with their high crit vicious weapons). Likewise, I doubt anyone will complain that they aren't seeing artillery monsters flying outside the party's range and bombarding them until they die. That is swingy (based upon party composition) and unfun.


As for monsters with multiple recharge abilities, I think they are poor design (mostly because the monster will always be using a power that is better than his at-wills), but they are not as inherently swingy as monsters with only one recharge ability. The reason is this: A monster with, for instance, three recharge abilities essentially has encounter power-level abilities to use every round. In general, said monster will have at least one such ability charged every round of combat and while it is possible that an unlucky streak could prevent any of them from recharging for several rounds, a lucky streak where they all recharge every round is not very different from the baseline--after all, said monster can only use most of them once per round anyway. Thus the swing towards easier than anticipated is limited because it is unlikely that none of the powers will recharge and the swing towards difficulty is very limited because, provided the abilities are of similar power and usefulness, the monster can only use one of them anyway. On the other hand, a monster with a single rechargeable power that is more powerful than his at-will abilities has a wider range of possible difficulties (from easy where his power never recharges to hard where his power recharges every round) and in any given combat it is also more likely to turn out easy or hard (since the odds of, for instance, not rolling 5-6 for three rounds or rolling a 5-6 three consecutive rounds are much higher than the odds of three powers not rolling a 5-6 for three rounds or all of them rolling a 5-6 for three rounds running).


One other way that LFR authors could reduce swinginess is more indirect: by altering the resources available to players in treasure bundles and cards. A lot of characters are running around with +2 vicious weapons, which are inherently swingy items. (They are swingy because the increase a characters' damage in a large burst based on random and unpredictable circumstances (rolling a 20)). A focus on useful items that are less swingy (+2 magic or +2 resounding, for instance are less swingy than +2 vicious) as treasure would indirectly reduce the swinginess of LFR mods without changing other parts of adventure construction. The lucky shot card also serves to increase the swinginess of combat (though only in the PCs' favor since monsters cannot use it). On the other hand, the use of card bonuses reduce swinginess by rendering the results of combat somewhat more predictable (the players will hit more). Things such as the various at-will re-roll cards also have this effect. A card that let you re-roll a failed save would likewise reduce the swinginess of combat (though it might be overpowered--not that snap out of it, that'll do, lucky shot, and the at-will re-rolls aren't).

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4 years ago  ::  Sep 17, 2009 - 10:23PM #103
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524

As actual play examples of two of my contentions here:


Swinginess (or variation of mod difficulty by party mix): Baldur's Gate 1-2: The Night I called the Undead Out. Party: Fighter, pursuit Avenger with sunblade and deathcut armor, deva retribution Avenger, deva Cleric with the invoker channel divinity, Invoker with black iron armor, Rogue=much easier than the mod will be for most parties. Those of you who have played or run the mod can figure out why.


Monster attacks vs NADs being extremely reliable: final boss monster's fireball--with -6 to hit in total penalties hit 3/4 targets and only missed the last one by one point.

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4 years ago  ::  Sep 18, 2009 - 9:24AM #104
Alphastream1
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Good stuff, Elder Basilisk, thanks.


You should consider wiki-ing that info. It could be useful for authors to consider.

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Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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4 years ago  ::  Sep 18, 2009 - 10:04AM #105
bgibbons
Date Joined: Aug 22, 2007
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Sep 16, 2009 -- 9:23PM, Alphastream1 wrote:

What do you think in terms of module construction? Is it realistic to say that LFR authors can aim to significantly reduce the swinginess and not hurt other aspects by limiting their construction? (Simple example: a lot of cool monsters have 2-3 rechargeable powers in the higher tiers of play). Should LFR authors aim to do so? Or should we just live with swinginess?




I'm curious as to how much LFR could get away with changing the way rechargability works, perhaps in the Tactics section.  For example, something like "Rather than rolling for abilities that recharge on a 4 or higher, the DM can assume that a Recharge 6 power recharges on the 6th round after being used, a Recharge 5-6 power recharges on the 3rd round after being used and a Recharge 4-6 power recharges on the 2nd round after being used."

At the least, I think this is something that should be explicitly considered while play-testing.  If a combat is a cakewalk if a creature doesn't recharge any of his powers, or a TPK if a creature is able to use his power in each of the first three rounds, then further review is necessary.

I ran DRAG 1-1 (Many Hands Make Light Work) again recently, which has a combat with a leader who (at high-tier with 6 players) has a Recharge 5-6 power that lets him summon three 58 hp brutes as a minor action.  I've had one table in which the power recharged in 3 out of 4 rounds; I had another in which it never recharged.  Clearly, the challenge level was very different for those two groups.

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4 years ago  ::  Sep 18, 2009 - 10:47AM #106
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524

Sep 18, 2009 -- 10:04AM, bgibbons wrote:


Sep 16, 2009 -- 9:23PM, Alphastream1 wrote:

What do you think in terms of module construction? Is it realistic to say that LFR authors can aim to significantly reduce the swinginess and not hurt other aspects by limiting their construction? (Simple example: a lot of cool monsters have 2-3 rechargeable powers in the higher tiers of play). Should LFR authors aim to do so? Or should we just live with swinginess?




I'm curious as to how much LFR could get away with changing the way rechargability works, perhaps in the Tactics section.  For example, something like "Rather than rolling for abilities that recharge on a 4 or higher, the DM can assume that a Recharge 6 power recharges on the 6th round after being used, a Recharge 5-6 power recharges on the 3rd round after being used and a Recharge 4-6 power recharges on the 2nd round after being used."

At the least, I think this is something that should be explicitly considered while play-testing.  If a combat is a cakewalk if a creature doesn't recharge any of his powers, or a TPK if a creature is able to use his power in each of the first three rounds, then further review is necessary.

I ran DRAG 1-1 (Many Hands Make Light Work) again recently, which has a combat with a leader who (at high-tier with 6 players) has a Recharge 5-6 power that lets him summon three 58 hp brutes as a minor action.  I've had one table in which the power recharged in 3 out of 4 rounds; I had another in which it never recharged.  Clearly, the challenge level was very different for those two groups.




If we were looking to change the way recharge abilities work, the way to do it would probably be to make recharge 6 recharge on the 3rd or 4th round after being used (which is where it would be expected to recharge based on probability), 5-6 on the 2nd-3rd round, and 4-6 on the second round. Or to look at it differently, 4-6 has a one-round cooldown, 5-6 a 2 round cooldown, and 6 a 3 round cooldown. (Still, I don't think recharge 4-6 should exist at all; if the creature has any other recharge powers, the ability is almost at-will at that point and in any event it is an invitation to swinginess since it will be usable once in the first three rounds of combat 25% of the time and usable every round in the first three rounds of combat 25% of the time).


On the other hand, I suspect it would be much more interesting to have completely different recharge mechanisms. Recharge when no creature is effected by x power or recharge power x when creature uses (standard action) power y would be less record keeping and would ensure that the monster does not simply spam one ability over and over again.


That said, I suspect that, in LFR this would have to be accomplished by making new monsters. Call ithe revised monster a goblin curse-shaman instead of a goblin hexer and it would probably go through whatever review process new monsters go through. Call it a goblin hexer and people would flood the boards with calls for errata because the recharge mechanics would not match those in the monster manual.

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4 years ago  ::  Sep 18, 2009 - 12:03PM #107
tirianmal
Date Joined: Oct 26, 2008
Posts: 1,064

Sep 18, 2009 -- 10:04AM, bgibbons wrote:

I'm curious as to how much LFR could get away with changing the way rechargability works, perhaps in the Tactics section.  For example, something like "Rather than rolling for abilities that recharge on a 4 or higher, the DM can assume that a Recharge 6 power recharges on the 6th round after being used, a Recharge 5-6 power recharges on the 3rd round after being used and a Recharge 4-6 power recharges on the 2nd round after being used."



I'd hate to see that. At that point, why not just give the monsters a d20 "rolls" table and assume that the monster attack in that order with those to-hits as well. Sorry, I'm playing 4E, I'll accept that sometimes the monsters/DM just gets lucky.


Sep 18, 2009 -- 10:04AM, bgibbons wrote:


At the least, I think this is something that should be explicitly considered while play-testing.  If a combat is a cakewalk if a creature doesn't recharge any of his powers, or a TPK if a creature is able to use his power in each of the first three rounds, then further review is necessary.




On the other hand, this is a great idea for playtesting, as it gives more of an idea of how the average table works out and lets the playtesters and DMs and authors test how much better or worse the swing cases could be.

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4 years ago  ::  Sep 18, 2009 - 12:37PM #108
Keithric
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Date Joined: Aug 19, 2007
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Actually, I'd be most curious for playtesting what happens if you assume a creature always recharges or never recharges, even more than the average result.


Cause yeah, if the combat completely sucks in either never/always case, then it should be tweaked.

Keith Richmond
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4 years ago  ::  Sep 18, 2009 - 1:04PM #109
amysrevenge
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Sep 18, 2009 -- 12:37PM, Keithric wrote:


Actually, I'd be most curious for playtesting what happens if you assume a creature always recharges or never recharges, even more than the average result.


Cause yeah, if the combat completely sucks in either never/always case, then it should be tweaked.





That's a nice notion.  Ask playtesters to run a combat twice - once with always-recharge and once with never-recharge.  See how it goes.

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4 years ago  ::  Sep 18, 2009 - 2:58PM #110
JRedGiant1
Date Joined: Jun 14, 2009
Posts: 1,926

Sep 6, 2009 -- 8:27PM, ModernMyths wrote:

Personally, I don't really mind the 'optmize or die, n00b!' genus, because they usually travel alone, and if one ends up at my table, they may get a little cranky that I play out my Diplomacy check instead of just rolling, but knowing enough of them are out there and likely to show up in any given LFR game most of the time takes any potential pressure I might feel to sacrifice glorious, inefficent character-reinforcing Feats (Ilmater's Martyrdom!) and weapons (my efreet-tongue scimitar!) in favor of the soul-deadening grind of a pure numbers game. They've got that covered! Viva la difference!


-Lefty




I've been slowly working through this whole thread and was going to wait to post 'til the end, but on Page 9 I see this...


Whoa there! I think I should let you know that Ilmater's Marterdom was the WHOLE REASON I picked Ilmater to worship for my Pacifist Healer. I can't wait to get that feat and see the look on the DM's face when he brute-crits our defender and I immediately react for surge+1d6+Cha mod.


And I think this makes the point that I'm really feeling from this post, and it echoes a lot of what I've read. It is not mandatory to bring "The One True Build" from the CharOp Wiki. You should, however, bring a character that at least does a few things really well, for your own enjoyment as well as enjoyment of the group.


In this character's example, he's fantastic at debuffing, reactive well-timed healing, overall healing throughput and Insight and Diplomacy. Eventually he's going to be an Intimidating machine as well, via his high charisma, training via pally MC, and the Sarshal of Impiltur feat for 2d20 rolls on Intimidate. Should be fun to role play him as a fire and brimstone kind of pacifist cleric. I doubt he would be considered an optimized build, but I've also had absolutely no complaints about his effectiveness from my teammates.


Honestly, I have never been too bothered to discover a single bad build at my table, or a tactically unsound player. However, I would probably be pretty angry to discover that I'm at a table with 4 other players, none of whom broke 15 on their to-hit stat. My reaction to this would be to sit through the session, then vent to someone who wasn't at that table later. I think that's a highly unlikely scenario however. Way more likely to sit at a table with four players who play their PC's as vanilla columns of numbers that are

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