Wednesday, January 11, 2012

Game Math: Attack of the average adventurers

How hard does an adventurer hit? The underlying math behind monster stats in D&D 4E is well known by this point, but working out the numbers for player characters is a much trickier proposition, due to the insane amount of customizability that the game offers. Indeed, if one looks to the most extreme build options and loopholes available out there, we come up with characters that can one-shot standard monsters of their level, and it’s even possible to engineer wizards capable of dealing hundreds of damage in a single turn... while charging with a melee weapon.

Since the optimized scenarios present so much variability, I want to focus on the most basic builds. What kind of numbers should you expect from characters of a certain level, provided they have the essential options and gear, but nothing else to boost their attacks? The answer is in the table below:

Note that this builds on some previous articles, like my study on basic attacks, and on character survivability. Damage Per Round, or DPR, is defined here.

I will devote the rest of the article to analyze these numbers, and explain how I came up with them. For now, keep in mind that although it is possible to have characters with attack stats slightly below these, it won’t be a common scenario - in most games, you can expect PC attacks to deal at least as much damage as shown in the table, if not considerably more.

Building our baseline adventurer

My philosophy for building the reference character was to give it all the offensive resources that can be considered essential - and nothing more. Any character built without particular attention to damage dealing should have attack stats very similar to those of the reference character, whereas damage-focused PCs (even if not particularly optimized) should easily outperform it. For reference, I also added damage numbers for a baseline striker (adding just the striker extra damage class feature), though in practice you will very rarely see a striker character which doesn’t devote feats, powers and equipment to improve his attacks.

Following these ideas, the character was build under these assumptions:

  • For simplicity, we only examine the character at certain critical levels: 1, 6, 11, 16, 21, 26, 30.
  • Starting 18 on primary ability score, with the usual boosts for levelling up. At epic, the PC gains a +2 to his ability score from an epic destiny .
  • At-will attacks are implement vs For/Ref/Will or weapon (with +2 proficiency) vs AC (same hit rate), and on a hit deal 2d4 + primary ability modifier damage (4d4+mod at level 21).
  • Encounter attacks are like at-will, but on a hit they deal 4d4+mod damage (levels 1,3,7), 6d4+mod (levels 11, 13,17) or 8d4+mod (levels 23,27).
  • Magic weapons/implements by level: Level 6 (+2), Level 11 (+3), Level 16 (+4), Level 21 (+5), Level 26 (+6). Extra crit damage is 4 per plus (rounded for convenience).
  • Only two feats are considered: Weapon/Implement expertise, and Weapon/Implement focus. Both are gain at level 6.
  • Magic items granting item bonus to damage (like Iron Armbands of Power or Rod of Ruin) are assumed. Item bonus to damage by level is: Level 6 (+2), Level 16 (+4), Level 26 (+6).
  • For the striker damage numbers, a class damage bonus of +4/tier is added.
  • Character themes are not considered.


Most of these points represent very common choices. The use of 2d4 for attack damage is unusual, but I chose it because the most common damage dice are d8s and d10s, so this is an intermediate point between those, with the advantage of averaging an integer value ( 5), allowing for much cleaner results. The starting 18 ability score is more or less standard (though 20s are also common). Likewise, the magic weapon/implement progression and use of expertise feats are pretty much universal. The most controversial points are probably the addition of weapon/implement focus and item bonuses to damage. Focus feats are often ignored at lower levels (though usually because players take superior weapons instead, wich are roughly equivalent), but tend to become too tempting to pass on by paragon tier. As for item bonuses to damage, virtually every character who can take them does so, though certain builds (i.e. implement PCs not using staves) have a hard time acquiring them. I have come to accept that game math works better with them, to the point of giving them for free as a house rule.

Note that attack powers (both at-will and encounter) have been greatly simplified. Non-damaging effects of the attacks are ignored, and we assume that the attacks themselves don’t provide extra damage, above that of a basic attack (for at-wills) or a basic attack plus extra damage dice (for encounters). Power damage shows great variance, though a very common implementation for attacks with extra damage consists on adding a secondary ability modifier to the damage roll, which can be roughly approximated as an extra 3 damage per tier (or about 25% more damage than the attacks in the table).

A look at the numbers

A spreadsheet with the calculations used for the stat table can be found here.

Some quick facts that can be derived from the table and spreadsheet:

  • Hit rate against same level monsters averages 65%.
  • Base damage of strikers is about 30% more than that of non-strikers.
  • Average base damage actually decreases a bit between level levels 26 and 30.
  • Interestingly, crit damage is almost exactly twice the normal damage for most levels.

One very interesting parameter that can be calculated from these attack stats is the average time it takes for a PC to kill a monster, which allows us to estimate how many turns combat encounters usually last:

And for striker PCs:

These tables show the number of turns that the reference character would need, on average, to kill a skirmisher monster. The PC first uses all his encounter powers, and then attacks with his at-wills. Daily attacks were not considered because they are hard to characterize and not always available. Action point usage is also ignored - for the purposes of this table, using an action point is equivalent to taking an extra turn.

In the tables and spreadsheet, we see that:

  • Non-strikers take 4-6 turns to kill a monster at heroic, 7-8 at paragon, and 8-10 at epic.
  • Strikers take 25% less turns.
  • Very challenging encounters can take almost twice as long.
  • The contribution of encounter attacks amounts to about 1 turn of saved time.

An important point about these numbers is that they suggest that combat at paragon and epic tiers takes too long. In my opinion, easy encounters (between level and level +1) should last about 4 turns at heroic and 5-6 turns at paragon and epic, to allow characters to use all their attacks without requiring them to spend a long time spamming at-wills. However, it should be noted that the deviation between the stats of our base character and actual damage-focused PCs increases with level - in my experience, it is perfectly possible to build a party of characters that end fights in reasonable times with little or no optimization effort.

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Monday, January 9, 2012

5

So. D&D Fifth Edition is announced. Now what?

At this point, we know nothing about the actual game – it’s way too early in development – but its design process sure looks interesting. They want feedback from the community, and will start an open playtest sometime this spring. I definitely intend to participate, and post my opinions on the process on this blog. That said… I don’t really know if I’ll make the switch to the new game.

As you may have guessed by now, I’m in love with D&D 4E. It is by no means a perfect game (I wouldn’t be able to write as much about how to fix it, if it were!), but it is the closest thing I’ve found. It has an amazing tactical combat system, a solid rules framework, and requires an extremely low amount of effort from the DM. It has been a live game with regular updates, fixing most of the broken stuff, and overall polishing the engine. It is quite easy to generate house rules and new content for it. And it’s FUN.

On the other hand, it can’t be said that 4E has been a rousing success, from a business perspective. I wouldn’t call it a straight failure, either, but it’s clear that it has not lived up to the high standards that should be expected from a brand as strong as Dungeons & Dragons. The strong reaction against 4E from a significant portion of the D&D community, which eventually led to the huge success of Pathfinder RPG (an independent D&D 3.5 spinoff which has reportedly overtaken D&D in sales over the last year) was a big hit against it. Also, the controversial semi-reset of the edition brought by the D&D Essentials line by the end of 2010 (barely 2 years after the game had come out) was a sign that something was off – and an attempt to turn the tables which didn’t work out all that well.

In light of this, it’s not surprising that one of the primary goals of D&D 5E will be to regroup this fragmented fanbase. The open playtest (an idea borrowed from Pathfinder’s book, by the way) is a step in this direction, as are most of the ideas and discussion presented on the Legends and Lore column, over at the official D&D site. They want “a game that rises above differences of play styles, campaign settings, and editions, one that takes the fundamental essence of D&D and brings it to the forefront of the game” – but is such a thing really possible? Right now we have three very different kinds of players, between the players of D&D 4E, those of D&D3E/Pathfinder, and the ones that enjoy older editions of D&D or retro-clones. Those groups share in common the love for exploring Dungeons and slaying Dragons, but other than that, their games of choice are quite different from each other. I honestly can’t imagine how a single game could please all of them.

I have a lot of faith in Wizards of the Coast as a company, and in the ability of designers like Mike Mearls to produce great games, and I fully understand the reasoning behind their current design priorities. That said, while I believe that however D&D 5E turns out it will likely be an enjoyable game for me… I suspect I won’t enjoy it as much as 4E.

If I could make the wish, the best possible fifth edition for me would be a light revision of 4E, cleaning up all of the minor problems with the system (feat taxes, masterwork armor, multi-attacks, skill scaling, defense scaling, minion design…) and presenting a clean slate for classes, feats, and magic items… while remaining mostly backwards compatible with existing 4E material. This is something I would greatly enjoy, and gladly spend money on. It’s also NOT what D&D 5E is likely to be – rather, in order to appeal to the majority of the fanbase, the new edition will need to take elements from 4E, but also from 3E, older editions, and something brand new. So chances are that this new game will have less of what I currently enjoy, rather than more.

Of course, they might still surprise me – and I keep my fingers crossed. For now, I expect to spend the following months trying to make D&D5E as great a game as possible… and maybe, when all this is over, I’ll go back to my good old Fourth Edition – and keep playing it and slowly changing it to be my own Perfect Game.

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Monday, January 2, 2012

Anatomy of the At-Will (III): Weak broken options

We continue our journey through the most poorly balanced powers available for the at-will slot. After discussing the overpowered stuff in the last article, today we examine something much less exciting - the unplayable and boring. They are the following powers:

Plain basic attacks

Problem: The first batch of powers is likely the most bland and unimpressive in the game. Simply put, they are simple basic attacks with no special mechanic whatsoever. What any weapon-based character can achieve by simply equipping a longbow, these arcane classes can get for the cost of an at-will slot. To make things worse, two of these attacks are mandatory for their builds, so we cannot even pretend they don’t exist...

On the upside, I can make up whatever I like as a solution for these powers, since they are a blank slate. I’ll tend to err towards simple effects that are nevertheless more compelling than “hit for standard damage”.

Acid OrbSorcerer At-Will (PHB2)

Suggested Fix: One of the mechanics I associate with acid attacks is hurting enemies even on a missed attack (due to acid corroding armor, or something like that). This looks like a good fit here.

Change Hit line, add Effect line.
Hit: 1d10 acid damage.
Level 21 : 2d10 acid damage.
Effect: Charisma modifier acid damage.

Note that this wording allows some unusual tricks, like auto-killing minions or triggering vulnerabilities twice.

Eldritch BlastWarlock At-Will (PHB)

Suggested Fix: This power, too, seemed like a good candidate to give miss damage. In this case, I thought using the warlock’s curse would allow interesting interactions (including making good use of feat support for curses)

Add Miss line.
Miss: You can deal your warlock’s curse damage against the target. This damage does not benefit from any bonuses to damage rolls.

Eldritch Bolt - Warlock At-Will (HotFK)

Suggested Fix: Though the notion of using damage on a miss here was tempting (just kidding, I promise!), I felt I couldn’t pass on the opportunity to fix a hole in the Hexblade design. See, something I always found annoying on Hexblades is the fact that your pact boon works much worse when you are stuck attacking from a distance. Enter the new and improved Eldritch Bolt:

Change Hit line, add Effect line.
Hit: 1d10+Charisma modifier force damage. If this attack bloodies the target, you can use your pact boon.
Effect: Until the start of your next turn, when the target is reduced to 0 hit points, you can use your pact boon.

This way, using Eldritch Bolt doesn’t guarantee a pact boon trigger, but comes pretty close.

Basic attacks with drawback

The following powers are among the worst attacks in the game, since they work, in practice, like plain basic attacks with a drawback. Their common feature consists in giving the enemy choices that include negating whatever upside the attack could have, or even turning against you. This way, Brash Assault (of which I’ve talked at length) lets the monster trigger an attack exchange only when it thinks it’s to its advantage (or when the DM feels charitable). Erupting Flare lets the target move towards you and your allies to punish them if they don’t flee from it, and directly hurts any allies that may want to charge it or stay next to it. Elemental Spirits is highly dependent on order of initiative, but typically allows the enemy to move so that it no longer hurts its allies, but damages you and your companions.

Brash Assault -  Warlord At-Will (MP)

Suggested Fix: Though in my *previous article* I did my best to balance the original mechanic of lots of extra attacks everywhere, I have since come to the conclusion that it’s not a very good mechanic to begin with - too swingy and gimmicky. What follows is an attempt to preserve the spirit of the power while going for a more conventional approach.

Change Hit line, remove Level 21 line, change Effect line:
Hit: Strength modifier damage.
Effect: The target may choose to be marked by you until the end of your next turn. You grant combat advantage until the end of your next turn. An ally within 5 squares of you may make a basic attack against the target as a free action.

As in the original version of the power, you open your guard to let an ally attack the target. This does not match the raw power of Commander’s Strike, but it comes close enough, while providing much greater flexibility and having looser ability requirements. The new drawbacks (granting CA and potentially screwing ally marks) force you to be careful, but are far from a dealbreaker.

Erupting FlareWizard At-Will (Dra388)

Suggested Fix: The most urgent change for the power is to make it ally-friendly - but even with that, this at-will is still sorely lacking in power for a controller attack.

Change the Hit line and add an Effect line:
Hit: 1d10 + Intelligence modifier fire damage.
Level 21: 2d10 + Intelligence modifier fire damage.
Effect: Until the end of your next turn, any other enemy that ends its turn adjacent to the target or willingly enters a square adjacent to it takes fire damage equal to 2 + your Intelligence modifier.
Level 21: 5+ your Intelligence modifier fire damage.

To recap: the punishing effect becomes reliable, no longer hurts allies, hits harder, and now also triggers for moving around the target. This remains mostly a damaging attack for mindless pyromancers, but the fire aura can be a major annoyance for your foes.


Elemental SpiritsSeeker At-Will (PHB3)
Suggested Fix: Again, the effect needs to become friendly to your allies, but that merely turns the attack into a realy weak proxy of an area burst that relies on initiative order to work.

Change Hit line.
Hit: 1[W] + Wisdom modifier damage of the chosen type. Each enemy adjacent to the target takes damage of the chosen type equal to 1d6 +  your Dexterity modifier.

This removes the timing issues and adds a ton of damage to make the power into a weird area burst attack which is ally friendly, a bit harder to set up than usual, and provides a choice of damage types. Much closer to what I expect from a controller attack.

Basic attacks with irrelevant bonuses

Problems: Our next group of at-wills consists in powers that are nominally better than a basic attack, but have a benefit so situational or minuscule as to be irrelevant, if not insulting. Focused Fury is an avenger power which only does something when your main class feature isn’t working (due to the requirement of an additional adjacent enemy). Savage Reach and Foe to Foe are barbarian powers (which are supposed to have a built-in striker damage bonus of 1d6/tier on top of something else) that either lose all extra damage for no apparent reason, or give it with unreasonable restrictions with no real upside to compensate. Finally, Hunter’s Teamwork is a ranger power that requires a lot of work to provide an effect that is strictly worse than the current version of Careful Attack.

Focused FuryAvenger At-Will (PHH2)

Suggested Fix: In order to be a useful attack, Focused Fury needs to work in scenarios where you get your Oath of Enmity bonus - or, even better, let you get the reroll when you normally wouldn’t. We can have that by making the push automatic, and happening before the attack.

Before the Attack line, add Effect line; change Hit line.
Effect:Choose an adjacent enemy other than the target. You push that enemy 2 squares.
Hit: 1[W] + Wisdom modifier damage.

Foe to Foe - Barbarian At-Will (PHH1)

Suggested Fix: One problem that comes up when rewriting barbarian at-wills is that you don’t just need to balance them - you also have to pay attention to its templating and level of complexity. In this case, we have a power whose damage needs to scale per tier, and which in the original implementation has three different damage values depending on context. If we were to take the original design and have it scale properly, we’d end up with a messy, unreadable wall of text. And we’re not doing anything particularly interesting or flavorful to begin with! I opted for a fairly radical redesign.

Add Effect line, change Attack line and Hit line:
Effect: Before or after the attack, you can shift a number of squares equal to 1 plus the number of non-minion enemies you have reduced to 0 hit points this encounter. If you are raging, you can shift before and after the attack.
Attack: Strength vs AC. You gain a bonus to the attack roll equal to the number of non-minion enemies you have reduced to 0 hit points this encounter.
Hit: 1[W] + 1d6 + Strength modifier damage.
Level 11: 1[W] + 2d6 + Strength modifier damage.
Level 21: 2[W] + 3d6 + Strength modifier damage.

The base damage now includes the striker bonus (which is a must to make the power playable, unless we have a really awesome effect). I took the additional damage for killing foes and turned it into an accuracy bonus, since that takes just a single line, rather than a bunch of text per tier. Finally, I added a mobility component that is heavily implied by the power name and flavor, and tied it to monster killing and raging. Overall the damage/accuracy alone still won’t beat more straightforward options like Howling Strike, but it is comparable - and the mobility should make it fun and useful in its own way.

Savage Reach - Barbarian At-Will (Dra384)

Suggested Fix: Sliding is a nice effect, but this attack is really missing the barbarian damage bonus. I found a flavorful yet effective way to link this extra damage to the slide:

Add to the Hit line: If the target ends this slide adjacent to an enemy or a solid obstacle, the target and all enemies adjacent to it take extra damage equal to your Strength modifier.

Hunter’s TeamworkRanger At-Will (PHH1)

Suggested Fix: I consider post-errata Careful Atack to be a good baseline for at-will power level. Granting combat advantage is worse than a straight +2 to hit, so I wanted the power to do something on top of that, and have an easy to meet condition. A leader effect was a natural fit, given the power’s flavor.

Change the Target and Attack lines, and add an Effect line:
Target: One creature adjacent to one or more allies.
Effect: Until the start of your next turn, the target grants combat advantage to you any allies adjacent to it.
Attack: Dexterity vs AC.

Weak non-conventional attacks

Problems: The final set of powers deviates more from the typical scheme of “basic attack with additional effects”, following more unusual structure. Sure Strike is a classic of at-will suckiness, providing extra accuracy but sacrificing way too much damage in the process, so that it ends up, on average, less damaging than a basic attack. Preparatory Shot also loses a ton of damage compared to a basic attack for too little in return - in this case, one turn’s worth of combat advantage. Call of the Beast is flawed at many levels, with a poor conditional damage mechanic that is easy to ignore and doesn’t work as intended (since an enemy can just move closer to the target of its choice to prevent it). Feinting Trick attempts to compensate thieves for attacking without combat advantage, but that is a moot point for a class that is almost assured to have combat advantage every turn (and highly encouraged to do so). Finally, Predator Strike and Circling Strike suffer from depending on a broken class mechanic, the ranger beast companion.

Sure StrikeFighter At-Will (PHB)

Suggested Fix: Simply put, this attack needs to hit harder to be worthwhile. As Careful Attack and similar powers have proven, this would hardly be broken with the full Strength modifier as a damage bonus. However, I like the notion of sacrificing damage for accuracy, so I have tried to keep that aspect of the power and give it an additional mechanic: a bonus to compensate the fighter for missed attacks.

Change the Attack and Hit lines:
Attack: Strength +2 vs AC. If you have  missed the target since the beginning of your last turn, gain a +2 power bonus to the attack roll.
Hit: 1[W] + one half your Strength modifier.
Level 21: 2[W] + one half your strength modifier.

Preparatory Shot - Rogue At-Will (MP2)

Suggested Fix: The basic concept of a weak shot that sets up a devastating attack later on is an interesting one, but you need to make sure it’s worth the effort and the wait. I changed damage numbers all around to ensure that preparatory shot resulted in a net damage increase (rather than a loss, as the original version), and made the preparation effect reliable

Change the Hit line, add an Effect line:
Hit: 1[W] damage.
Level 21: 2[W] damage.
Effect: The target grants combat advantage to you until the end of your next turn, and you gain a power bonus to your next damage roll against the target equal to your Dexterity modifier + your Intelligence modifier.

Call of the Beast - Druid At-Will (PHB3)

Suggested Fix: I like the idea behind this power, but the original implementation didn’t really work, and even if it did, it would need a significant boost to be worthwhile. I fixed the timing issues of the enrage effect, to ensure that targets would be adequately taunted by close enemies, and added a small damage to the initial attack.

Change the Hit line:
Hit: 1d6 psychic damage, and the target can't gain combat advantage until the end of your next turn. At the begining of the target's next turn, it chooses one of its enemies nearest to it or marking it. The target takes extra psychic damage equal to 5 + your Wisdom modifier when it makes any attack that doesn't include the chosen creature that turn.
Level 21: 2d6 psychic damage, and the extra damage is increased to 10+ Wisdom modifier psychic damage.

This is now a damaging burst with friendly targeting and a strong controlling effect, comparing favorably with controller favourites like Winged Horde - though it should be noted that the wizard equivalent becomes even more attractive once we factor in wizard-exclusive options like Enlarge Spell.

Feinting Trick - Rogue At-Will (HotFL)

Suggested Fix: Though I like to preserve the spirit of a power whenever possible, the problem with Feinting Trick was in the premise - thieves should almost never make an attack without combat advantage. Therefore, we need a major redesign. I want to keep the dependency on Charisma modifier (making it more useful), and some kind of compensation when you lack combat advantage, as a secondary mechanic.

Change the Effect line:
Effect: You move up to your speed. Until the end the end of turn, you do not need combat advantage to use sneak attack with basic attacks. After you make a basic attack this turn, you gain a power bonus equal to your Charisma modifier to the next damage roll against the target of the attack before the end of your next turn.

A straight Cha bonus to damage seemed excessive, so I opted for the delayed damage solution - this is now potentially the most damaging thief trick, but it requires a bit of set up effort and patience.

Predator Strike - Ranger At-Will (MP)
Circling Strike - Ranger At-Will (MP)

Suggested Fix: These powers can’t really be fixed as long as the ranger beast companion remains broken. Long ago, I devoted a series of articles to that topic, which can be read here.

Read More......

Thursday, December 22, 2011

Anatomy of the At-Will (II): Broken options

Not all powers are created equal, but it would be nice if they were at least comparable. In the case of at-wills, this is not always the case. There are lots of at-will powers I would like to adjust to some degree, but in today’s article I will talk about the ones that are, in my opinion, in most urgent need of fixing due to their excessive power level. The next time I will discuss the opposite side of the spectrum – utterly weak at-wills that are hardly competitive with plain basic attacks (if not downright worse).

The table below shows what I consider the top tier of at-wills:

In truth, these powers fall into two distinct categories: Twin Strike, and everything else. The infamous ranger attack is way ahead of the competition, and is the go-to option whenever a character has the ability to steal an at-will from another class. I’ll be quick to concede that the other powers in this list aren’t that bad if you are more tolerant to high powered stuff than me (which is often the case), but Twin Strike is the real deal: something that messes with the math of the game, easily outperforming a vast majority of encounter attacks (and quite a few dailies!) in terms of damage.

Let’s take a look at them.

Twin StrikeRanger at-will (PHB)

Problem: By providing two damage rolls (don’t be fooled by the lack of an ability modifier, doubling up on other modifiers more than makes up for it!), Twin Strike has the highest reliable single-target damage of any at-will in the game, by quite a large margin at higher levels. With enough damage bonuses, this eventually outperforms the single-target damage of any encounter power not based on multiple attacks or non-standard actions (i.e. 90+% of them). This virtually obsoletes any other ranger at-will, and seriously warps the value of at-will borrowing mechanics like Half-Elf dilettante.

Note that multi-target powers such as area attacks can often beat the total damage dealt by twin strike, by spreading it over multiple enemies. That doesn’t necessarily make them as good as the ranger power, since concentrated damage is usually much stronger because it allows you to remove enemies from the fight earlier. Thus, it would take a really strong area attack to have a comparable impact on an encounter (though more on that below!).

Suggested Fix: There is no safe way to implement a real multi-attacking at-will. The sensible thing would be to change Twin Strike to something unrecognizable, by removing the second damage roll or having each attack target a different enemy. That said, if you want to remain as faithful as possible to the original (which is my usual approach when changing stuff), this is the best I would allow it to be:

Change Attack line to:Strength -2 vs. AC (melee; main weapon and off-hand weapon) or Dexterity -2 vs. AC (ranged), two attacks.”
Remove the following line: “Increase damage to 2[W] at 21st level.”

There aren’t many powers that would remain playable after taking a -2 penalty to hit, but Twin Strike manages just fine. Still well above the damage of a basic attack, this version of the power is competitive with other damaging at-wills, though it may not be the best option in certain scenarios. Still, even with this penalty the power could become problematic by the time a character reached epic levels, due to the expanded crit range and huge damage modifiers of epic PCs - but removing the extra (W) damage at level 21 helps keep that in check.

If you are interested in reading more about Twin Strike, there are some previous articles on the topic I wrote a while ago.

Hellish RebukeWarlock at-will (PHB)

Problem: When the punishing effect triggers, Hellish Rebuke deals amazing damage, even rivaling the mighty Twin Strike. This wouldn’t be so bad if the trigger was unreliable or could somehow be avoided by an enemy, but unfortunately this isn’t the case. With the current wording, any source of damage to the warlock will activate this effect - even damage inflicted voluntarily in small increments, such as stepping on a fire, or using a variety of self-damaging items like Shadowrift blade.

Suggested Fix: This attack becomes a lot more fair, though still quite useful, by limiting its effect to trigger only on enemy attacks. Its effect also makes a lot more sense as a punishment for enemy attacks than as a masochistic extra damage mechanic.

Change Hit line to: “1d6 + Constitution modifier fire damage. The first time you are damaged by an enemy attack before the end of your next turn, the target takes (...)

Hand of Radiance – Invoker at-will (DP)

Problem: Up until recently, this was hands down the strongest at-will attack for dishing out damage to multiple enemies, obsoleting such reasonable powers as Divine Bolts. I wrote about it in length here.

Suggested Fix: My idea for a ‘fair’ Hand of Radiance consists in a seemingly innocuous change: reducing its range.

Change Range line to: “Ranged 5”.

This has the double drawback of forcing the invoker to get up and close to his enemies and, more subtly, of making it considerably difficult to hit any 3 targets in the battlefield. Reaching the second and third targets (never mind the fourth at epic) will now require some effort and careful positioning from the invoker, and be downright impossible at times.

Magic Stones Druid at-will (HoF)

Problem: The introduction of an improved version of Hand of Radiance could be seen as an acknowledgment that the invoker power is fair, or even underpowered. For me, it’s just a mistake - I appreciate the effort to give Druids better controller options in Heroes of the Feywild, but this one is way above the baseline set for other controllers.

Suggested Fix: What we have here is a multi-target damage source as strong as Hand of Radiance, with a useful controlling effect thrown in for fun. I think the ability to spam pushes on lots of enemies is the most interesting feature of the power, so given the choice, I prefer to cut the damage and leave the rest intact.

Change Hit line to: 1d4 damage, and push the target 1 square.”
Change Level 21 line to:
2d4 damage”.

Compared with my version of Hand of Radiance, this sacrifices a good chunk of damage for good range and control. Next to Beguiling Strands (another top tier controller at-will), this has better damage (except at the lowest levels) and range, whereas the wizard power has a stronger push and the potential to hit 4 or more targets.

Magic Weapon – Artificer at-will (EPG)

Problem: As I’ll discuss in a later article, I consider the baseline for a decent damaging at-will the ability to add a secondary modifier as extra damage. Magic Weapon has the potential to do that... several times. With careful positioning, the artificer can boost the damage of a whole party, but also their accuracy - and with an attack that has above average accuracy to begin with. This is too good a package in the best case scenario.

Suggested Fix: The ability to boost a lot of allies by placing yourself in the so-called “fireball formation” is definitely risky, but offers a hell of an upside. That said, I love the mechanic, though it’s current implementation is too good. For this reason, my revision of Magic Weapon keeps a generous power level, while addressing the most glaring excesses.

Change Hit line to: Hit: 1[W] + Intelligence modifier damage, and up to two allies adjacent to you gain a +1 power bonus to their next attack roll before your next turn and a power bonus to their next damage roll before your next turn equal to your Constitution modifier or your Wisdom modifier.
In the Level 21 line, remove this:
and a +2 power bonus to attack rolls.

This cuts the ability to setup crazy turns, by no longer working with 3 or more allies nor boosting attacks granted by action points. Also, it no longer gets an even stronger boost at epic. Even after that, it remains a force to be reckoned with.

Read More......

Saturday, December 10, 2011

Broken Bits: Master of the Forge

Broken Paragon Paths, Part Eleven
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While going through this list of broken paragon paths we have found that, more often than not, the offenders were... well, focused on offense. Bonuses to attack and damage are the most common sources of unbalance in 4E, by a mile. On the other hand, if you have ever wondered what a broken defensive ability looks like, you need to look no further - Master of the Forge is your choice.

If you are optimizing a character’s defenses, every point counts, but you can certainly make some points worth way more than normal - particularly when you are close to unhittability from monsters of your level range. Master of the Forge is a paragon path for runepriests, which is effective in the hands of any multiclassing character, and allows you to make your allies’ AC almost impossible to hit by providing monstruous bonuses - as an at-will power. When most defenders happily take any +1 bonus to AC that comes over their way, and cry of joy when they find anything remotely resembling a continuous +2 bonus, something like Blessing of the Forge (a minor action utility granting a whopping +4 bonus to an ally adjacent to the runepriest) is a dream come true.

To see how this can become abusive, consider that a typical defender in plate and shield gets hit roughly 35% of the time against AC by enemies of its level. If the defender’s party includes a Master of the Forge, we can add an extra 5 points on top of that (4 from Blessing of the Forge, and another 1 from the extremely convenient Indomitable Steel feature), lowering this chance to a mere 10%, or a 19+ on the d20. This more than triples the defender’s survivability against attacks targeting AC, and makes attacking him an exercise in futility. Providing the bonus to non-defender characters is not as ridiculous, but it can still be quite strong as long as they have heavy armor.

A fix

I think is one case where simple number tweaking may do the job. I believe halving the bonus granted by Blessing of the Forge still leaves the paragon path at a very competitive power level:

Blessing of the Forge v.2 - Utility 12
At-Will - Divine
Minor Action - Melee touch
Target: One ally
Effect: Until the end of your next turn, the target gains a +1 power bonus to AC, or a +2 power bonus if the target is wearing heavy armor.
Special: You can use this power only once per round.

A secondary fix

With that out of the way, we can consider giving a slight boost to another feature of this path which suffers from the opposite problem: an excessively weak effect. Runes of the Blade Smith provides a continuous damage bonus, which is usually a great thing, but it amounts for a mere 1 extra point of damage, which seems way out of place for a paragon path. I’d rather have a slightly higher bonus, and make it into a power bonus to prevent stacking.

Runes of the Blade Smith  (11th level): When you take a short or an extended rest, you can touch one weapon that you or an ally carries. That weapon then gains a +2 power bonus to damage rolls until you grant this bonus to a different weapon

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Monday, November 21, 2011

Anatomy of the At-Will (I): Introduction

Scorching Burst. Tide of Iron. Commander’s Strike. Chaos Bolt. I have a soft spot for at-will attacks, which are one of my favourite innovations of D&D 4E, and I always find a hard time trying to build non-human characters, because I miss the extra at-will so much. I loathe game options that diminish the fun of choosing and using at-wills, including boring, fixed, weak stuff like Eldritch Blast, but also boring, overwhelmingly good powers like Twin Strike. For these reasons, I’m starting a new article series focusing on the most humble tools in an adventurer’s arsenal. I have prepared long lists of issues and improvements for individual powers, discussions on game elements that affect the balance of at-wills with other types of attacks, reflections on at-will related game mechanics, and of course lots of complaints and a few suggestions regarding the combination of psionic at-wills and power points. I hope to get all these topics covered in this blog, eventually... but for now, let us have a quick summary.

The importance of at-wills

The at-will attack slot suffers an interesting progression over the course of a campaign, in that it is the undisputed most character defining set of powers at level 1, but ends up getting very little use by the time you reach level 30. Keep in mind that I’m focusing on characters that follow the archetypal 4E class structure of at-will, encounter and daily attacks (as opposed to psionic classes or essential martial builds), and that this assumes (as the game usually does) that most or all encounter powers cost a standard action to use - so there are plenty of exceptions to this rule, as we discuss below. Still, for most ‘normal’ builds, the fact remains that at-wills make up roughly 80% of a lower level character’s attacks, and as little as 20% (or less) of a higher level character’s. As a consequence, the impact of any lack of balance in a character’s at-will selection will be huge at first, but decrease with each level until it becomes more or less irrelevant. Or so goes the theory...

Non-standards

I said above that the game system assumes that most, if not all of a character’s encounter and daily powers (leaving aside non-conventional Essentials classes for the moment) will cost a standard action. And that is true... up to a point. There are a few encounter attacks that can be used as a minor or immediate action which, among other consequences, increases the rate of usage of at-wills, since every standard action not spent on an encounter is a standard action that you’ll get to use for an at-will, at some point. Given that these off-action attacks only make up a very small proportion of the encounter power pool, one might think that this effect wouldn’t be too pronounced - except for one detail: they are strong.

The ability to make an additional attack aside from your standard action attack scales absurdly well (as long as said attack has a damage roll, which it usually has), to the point that it is extremely difficult for an standard action power to compete with an off-action one (unless the standard action is a multi-attack, though these are perhaps even more rare). As a result, the off-action power will more often than not be the best in its slot, and tend to be taken by players - even over attacks many levels above it. This means that the impact of off-action powers is much greater than what one would guess by looking at power lists, so that at-wills can often remain relevant all the way through the epic tier.

Charge!

On the previous section, we saw that sometimes encounter attacks powers naturally give way to at-will powers by freeing up attack actions, but there is another, much more worrying way for at-wills to remain in use even at higher levels: to have at-will attacks that are stronger than their encounter alternatives. Such scenario sounds like an alarming failure of the system (because expendable resources need to be the better ones, otherwise what’s the pint?), but it comes up all too often at high levels of optimization for damage-focused characters, particularly when no off-action attacks are available.

The problem is as follows. Leaving aside non-damaging effects, we can expect a single-target at-will attack to deal between 3 and 10 extra damage on a hit compared to a basic attack (provided the character has a decent BA in the first place), depending on level. Likewise, a single-target encounter attack will typically contribute 5 to 15 extra damage (again, depending on level) compared to the at-will, unless said encounter belongs to the vocal minority of off-action powers or multi-attack powers. Given these numbers, if it were possible to consistently add more than 8-25 extra damage to a basic attack (but not to the encounters or at-wills), you might end up with a character whose best option is to just repeat the basic over and over.

This is what happens with the technique known as charge optimization. To summarize, there is an awful lot of stacking ways to pile extra damage onto a charge attack, and it is possible to all but guarantee that a PC will be able to charge every turn of an encounter, making charges one of the best proven methods to have a character deal awesome damage even without access to off-action attacks or multi-attacks. This results in an abnormal use of basic attacks (or at-wills, if they allow their use in a charge) even at the highest levels.
To give optimizers credit, what usually happens is that the charging PC does not ignore his encounter attacks, but instead goes out of his way to get non-action attacks, so he gets the best of both worlds.

Psionic Spam

Psionic augmentable at-wills are in a strange place, in that while they are technically at-will attacks, they also fulfill the role of the character’s encounter attacks. With three different modes of variable effectiveness depending on power point expenditure, these powers are easily the most complex in the game. They are also the most sensitive to balance problems, due to the fact that each of them takes up the equivalent of an at-will slot and an encounter slot, coupled with the ability to use any version of them repeatedly. Unsurprisingly, this is a power category that suffers from serious fundamental issues.

To be fair with the designers of Player’s Handbook 3, I do think that psionic mechanics missed the mark by a very small margin. In fact, they work mostly fine at heroic tier games, and it’s not until paragon that they become problematic, due to the poorly adjusted power point progression. In short, higher level augments are costed so that they require more power points than those of lower level - this is reasonable in principle, since they tend to be stronger, but it fails in practice because the higher levels are severely overcosted. As a consequence, level 1 attacks are often used throughout a character’s career (and some times repeatedly, for most turns of each encounter), in detriment of alleged higher-level upgrades.

The high level psionic mess becomes even more complicated when you account for the fact that unaugmented attacks lack scaling damage at level 21, so they may end up hitting for less than the character’s basic attack. The trivial solution of adding an extra die to unaugmented attacks at epic doesn’t work as well as could be expected, since you end up with augmented versions of the power that deal less damage, or have no benefit at all. Likewise, adding the damage to all versions of the powers can result in augmented attacks that sometimes hit harder than their encounter equivalents for non-psionic classes...

Back to Basics

The point of an at-will is to be more interesting, and marginally stronger, than your plain basic attack. Because of this, any mechanic that provides a permanent improvement for a character’s basic attacks introduces a serious risk of obsoleting the at-will slot, encouraging players to use a turbo-charged basic over and over instead. Unfortunately, there are a series of options in the game that enable this, most notably a cycle of weapon-specific feats in Martial Power 2.

Basic attack boosters are most dangerous when combined with charge optimization, which is a common technique. Also, there are a few at-wills which count as basic attacks and become extremely effective in combination with these options.

What to expect

I intend to continue this series alternating articles that focus on some of the individual topics described above, and lists of at-will powers with my opinion on them and suggestions to bring them to what I think is the right power level. The first ones in my list are an article about charging, and a discussion on my top candidates for most broken at-wills in the game.

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Friday, November 4, 2011

Heroes of the Feywild spoilers

Heroes of the Feywild is coming out this month, and some people have been able to get early copies and share information about its contents. From what I have heard, this could be the best player book to see print since last year. Not that there has been much of a competition - the D&D release schedule has dried up lately, and the only player-oriented products since January have been Heroes of Shadow (which many found underwhelming) and the Neverwinter Campaign Setting (which was split between DM and player content). Nevertheless, the Feywild is an exciting environment of which we still know very little, and the mechanic content revealed so far seems to be rock solid.

The new class options appear to take the best of the Essentials and pre-Essentials styles. On the one hand, we have highly flavorful concepts, a focus on builds for existing classes rather than brand new archetypes, mixed power sources, class features gained at higher levels, and different roles present in a single class (including a genuine striker/defender hybrid!). On the other hand, all options seem to be highly modular and customizable, with few or no fixed power slots, and powers that can be traded freely between new and old builds. And, what is better, not all material is aimed at Fighters at Wizards this time!

There are four new class builds, for Wizards (the Witch), Bards, (the Skald), Barbarians (the Berserker) and Druids (the Protector).

  • The Witch is a Wizard variant which replaces the spellbook for a built-in familiar. Other than that, it’s not too different from a Mage or Arcanist wizard, apart from a fixed encounter attack at first level. The best part is the new array of spells, available to any wizard build, including lots of polymorph effects. The spoiled powers include a vicious controlling melee at-will, a Thunderwave variant that works as a close burst, and dailies to turn your enemies into helpless frogs - or savage monsters.
  • The Skald is a bard with a martial touch who specializes in close combat, casting inspiring spells when hitting with a basic attack. It replaces the usual Healing Word mechanic with a healing aura, which allows allies to heal themselves a couple of times per encounter. Many powers are tied to that aura, and there is a feat that allows regular bards to replace their Majestic Word with the aura, in order to have access to these new attacks.
  • The Berserker Barbarian is the first real dual role class in the game, and it’s based on a very cool concept. A berserker starts an encounter as a martial defender, using martial exploits and a defender aura. However, it has the ability to enter a rage which turns it into a primal striker, switching off the aura, and turning martial attacks into more damaging primal powers. The berserker has complete control over when this change happens (the first time he uses a primal attack), but there doesn’t seem to be a way to switch back. This change of roles should add a lot of tactical depth to the class, and I look forward to trying it out.
  • The Protector is a pure spellcaster druid, without an animal companion or beast form. This is something the class had really been missing, since I always found that the humanoid form had very little going for it. The new build has the power to create a permanent zone of difficult terrain each encounter, which looks very much like a role-defining class feature for a controller. And it doesn’t stop there - from what I have seen, there are plenty of strong controller powers that can be used both by protector druids and regular druids in humanoid form. These follow the trend introduced by recent wizard powers, of adding miss effects on encounter attacks, and include stuff as impressive as an encounter that dominates, as early as level 7. The new dailies focus on summoning beasts with instinctive actions, with the leaked examples looking decent at most, but still playable - an improvement over the mediocre summons from Heroes of Shadow.

To round the book, there are a bunch of new themes  (including the amazing Fey Beast tamer, which grants you a companion that is suspiciously close to that of a Sentinel Druid), and three fey races: The Satyr, the Dryad, and the Pixie. The first two sound pretty boring to me, but the pixie is quite an achievement, in that it allows you to play a tiny flying character that nevertheless remains (mostly) balanced! This is a bold move, but I can see pixies becoming an instant favourite among players, due to how different (and, admittedly, strong) it is compared to most races.

I’m definitely buying this book.

Update: A great, detailed review of the book can be found in The Chamber of Mazarbul

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