Thursday, March 24, 2011

Hitpoints and Damage scaling in 4th edition

Fourth edition had flaws, maybe one of the biggest areas had to do with the problem of hitpoint and damage scaling. I mentioned that one thing that had worked nicely was that the monsters at the early levels of play could threaten players, but likely wouldn’t kill them outright unless they were foolish or very unlucky. I believe in gameplay that early levels are sort of a time for training wheels, when you should be able to learn the abilities of your character and have some room to make rookie mistakes and learn the ropes. Earlier editions of D&D had it where you could die from a single strike from a blade at low levels, while this can heighten tension it also means that a bad initiative roll can wipe out a whole group before they even get to act. Fourth edition fixed this nicely, a decent sized pile of hitpoints at the beginning with a slow fixed amount gained at each level, it also helped equalize encounters since randomly rolled HP could either doom a player or make them practically impregnable depending how long they sat on one side or another of the luck curve for rolls.

While the system worked well in fourth edition it started falling apart after heroic tier, becoming damn near absurd in the epic tier. The problem was twofold on the monster angle, the first was that their hitpoints grew in great leaps and bounds but their damage refused to grow properly with it. This meant that after level 12-14 the fights began to turn into obnoxious slogs. Part of that was also that the amount of damage dealt by the monsters was fairly low compared to what the players had. While I get that this might have been built around the concept that they would deal more damage overall since they could last longer it didn’t really work out that way. I have described the experience as being something closer to trying to peel a really big potato while it occasionally pokes you with a toothpick rather than fighting a dangerous opponent. This made designing and running fights annoying, in many cases the players had functionally won the battle but their opponents were still fairly alive, so I could either simply declare a battle over with there still being a fair amount of creatures on the board or I could run the battle for another half hour. Despite being touted as being faster and more streamlined at higher levels this proved to be false, at least without some kind of aid, I took much longer building and running encounters than I did frequently in third edition.

Fourth edition had managed to mostly rid the game of rocket tag, where monsters and characters would fire off their biggest ability and try to devastate and destroy. This was good in that in theory battles would require more work and thought as well as more teamwork, discouraging lone wolf behavior. Unfortunately what was created in its place might be described as two sumo wrestlers wrapped in pillow armor trying to fight. Battles became annoying at best and frustrating at worst, the only types of monsters that could produce proper levels of damage were solo monsters and those weren’t really meant for constant back to back use. Part of the problem that came with this also is that battles got boring, players weren’t threatened by the monsters and the battles got to be repetitive and the players lost some of the investment. One of my favorite examples from the books is the printed statblock for Orcus, demon prince of the undead. Orcus had well over one thousand hitpoints, however Orcus didn’t really have a whole lot that threatened physically. Yes, he could probably kill at least one character in the party but it wasn’t of the level of threat that one would expect from the mighty demon prince of the undead. They did upgrade him a fair amount in a later published adventure, but in some ways that’s almost worse in that they had to almost entirely rebuild him to make him viable in any ways or means.

The other area where it got weird was that players hitpoints were more stable in increases but only solo monsters were able to take appreciable bites out of their hitpoints and even then it wasn’t always a sure thing. As mentioned before this makes the fights a lot less intense when those involved are able to take dozens or hundreds of hits before going down. While I sort of get the idea that was being pushed, players were supposed to be tougher and battles could last longer as well as more battles occurring during a day, it also gets hard to feel threatened when huge monsters can’t seem to land a reasonable blow on you. Some of the sense of fun in a game comes from there being difficulty, the problem wasn’t so much that the fights were too easy to win but that they were too hard to lose. While they sound similar it’s not really the same, it’s one thing where a fight is balanced somewhat towards the players but still has them at risk where they are likely to win but might end up with one or more characters badly injured or requiring some sort of expenditure of resources. In this version the players were usually able to strike down targets with fairly high speed and ability with relatively little sacrifice, it got worse when there were multiple leaders, IE those who could heal.

What it ultimately boils down to was that both sides had so many hitpoints relative to damage dealt that fights went on past tedium and the players weren’t especially threatened by monsters, not even the larger more potent creatures like dragons. This wasn’t the biggest problem in the game by itself though it was one of the biggest. The problem itself was a piece of what made my group walk away from the game but there’s more coming on that front.

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