4e Adaptions: Damage Fixes

One of this problematic points in 4e is that anything that allows multiple attacks to the same target within a round are extremely effective damage dealers, to the point they tend to hedge out other options. This is largely due to the fact each such attack effectively multiply static bonuses to damage rolls, which make up the bulk of damage totals at higher levels.

This imbalance has been a bit of a mixed blessing due to the hit point inflation enemies get at higher levels. I’ve run some numbers and a fight that takes around 4 rounds at heroic tier can stretch out to 8 to 9 rounds in epic due to this inflation.

As such, I suggest the following two pronged attack to reduce the effectiveness of these multi-strike attacks without having high level fights drag to a crawl.

Tap Capping Damage Bonuses

The Rule: Once a bonus to damage rolls has been applied to a target, that bonus can not be applied to further damage against the target until the start of the attacker’s next turn. If multiple attackers share the same bonus, track this separately for each attacker.
The Reason: Looking over the damage entries for multi-strike and off action attacks, it looks like the designers largely ignored any bonuses to damage rolls. Most multi-strikes do a comparable number of damage dice to powers of similar levels. The dice are just distributed differently. This rule prevents multi-tapping of damage bonuses to bring those powers on par with their single strike, standard action counter parts.
Gameplay Effects: Resetting bonuses at the start of the turn favors attacks that happen during the players turn, with each following attack having less of a chance of gaining the damage bonus. One problem with this rule is it also reduces the potency off opportunity attacks. This is mitigated somewhat by opportunity attack specific damage bonuses. However, to counter this more strongly you’d want..

Reduced Hit Point Scaling

The Rule: Monster gain half the normal hit points per level. This does not effect the base number of hit points they get.
The Reason: As mentioned earlier, fights in epic can easily double in length with applying damage bonus multipliers. Halfing the hit points from levels counters that effect, keeping fights at more reasonable time frames without damage abuse.
Gameplay Effects: With reduced hp, an at level fight in epic will often be over before at will come into play (barring characters who focus on them). However, that’s not necsessarily a bad thing and overuse of at-wills can make combat more tedious.

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Published in: on June 3, 2014 at 6:16 pm  Leave a Comment  
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