- JohnLynch wrote:
- The problem with flatter math is that status effects (such as dazed and stunned) are just as powerful at level 10 as they are at level 30. This is what the D&D Next team discovered.
Yes, the status effects can be powerful, but stuns are pretty uncommon in the heroic tier (there's a total of 17 heroic tier standard monsters out of 1661 in the entire online compendium that can stun and only 7 of those are in the Monster Manuals/Monster Vaults) and by paragon the PC's increased attributes (+1 to +3 to defenses) will slightly mitigate the number of successful attacks and you'll have a lot more access to powers/items which can mitigate said conditions.
Given how we've worked out the encounter balance math (see below) its not as much of an issue as you might think.
- JohnLynch wrote:
- Furthermore you'll need to look at the XP budgets and make sure that the level 1 minion is worth 1/17th the XP of a monster that can take down the wizard in 4 rounds.
That's actually not correct, because the survivability of level 1 minions versus a level 30 wizard (or any level 30 character) is actually far less than 1/17th of a monster than could take them down in 4 rounds on its own because the odds are most of those minions wouldn't live long enough to get off more than a single attack. All the wizard has to do is pop a defensive power like shield and suddenly the minions are hitting 20% less often and one enlarged at-will attack could wipe out a dozen minions in a single action (not to mention dropping an auto-damage zone). Then throw in some teamwork from the rest of a party and the little buggers would still be dying like flies, just not on the scale they would under the regular math.
The fact of the matter is that we've been able to throw out the XP values (which are based on a geometric progression; doubling every four levels) for both encounter budgets and leveling for the even more intuitive 'level budget'. A balanced encounter is one using monsters with a total level equal to the party's total levels. Admittedly it would work better if monsters didn't get the same jump-start to hit points and damage that the PC's did (hence why we still have to use the XP budget as is for levels 1-5), but once the PCs are in the level 6+ range the 'level budget' smooths out and becomes quite effective for encounter balance.
Similarly, the XP values for level advancement are based on the defeating 10 monsters of your level to advance one level. So an even easier expression of this if you no longer need the 'XP budget' for balancing is... you must overcome ten times your level in challenges/monsters to reach the next level of experience (i.e. a level one PC must overcome 10 levels of monsters/challenges to reach level 2 and a 15th level PC must overcome 150 levels of challenges to reach level 16).
If I were building my own system instead of just using this to play 4E I'd solve the 'level budget' issue at low levels by getting rid of the 'level one bulge' for monsters such that a level 2 monster is twice as tough as a level 1 monster, a level 3 monster is three times tougher than a level 1 monster and so forth. But for the purposes of our group at our 4E table it's more than adequate for our needs (we just used the regular XP budgets while the PC's are levels 1-5 and the effects of leveling on accuracy and defenses are still pretty restrained).
- JohnLynch wrote:
- I've also explored flat math (using 2nd edition as my base) and discovered that the amount of DPR a level 1 fighter produces compared with a level 2 fighter (with flatter math) is neglible so there's no real difference between a level 1 monster and a level 2 monster. Without running the numbers the same seems to be true for 4th ed. So you'll have to watch that when assigning XP values for monsters as otherwise you'll get funky results and not be able to provide accurate encounter building advice.
It's wonky for monsters from about level 1 through level 5, but monsters advance by a consistent schedule in 4E (+1 average damage; +6-10 hit points depending on role for a standard monster) and by mid-heroic tier the monster's level plays a bigger role in its hit point and damage values than the base values do so you can safely start using monster level in place of XP for your encounter building advice.