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I was wondering if it's feasible to run 4th edition without the continuous inflation of numbers every level, removing the custom of adding half your level to every roll.

The biggest change this would require is downgrading the monster defenses, attacks, and skills. Has anyone done this before? Is there a formula one could use to quickly adjust the monster stats?

Are there other complications someone should consider before doing this in play?

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closed as too broad by YogoZuno, user17995, Trish, Thomas Jacobs, Oblivious Sage Oct 15 '17 at 13:02

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

  • \$\begingroup\$ Hi Gaptooth. I voted to close this question, because as it stands, it's just way too broad. There are any number of approaches one could use in order to make the change you want, and neither have you provided a mechanical reason why you would wish to do so. For example, what specifically about 4th edition would you want to keep that keeps you from moving the the baked in bounded accuracy of 5e? I don't think that given these parameters, a meaningful best answer could be given. \$\endgroup\$ – keithcurtis Oct 10 '17 at 1:20
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    \$\begingroup\$ @keithcurtis Considering the immense size of this task, I highly doubt that more than a few attempts to do this have been made. I can’t imagine this question prompting endless variants, speculation, and so on. 4e is a very complex, refined, mechanical system and achieving a balanced form of bounded accuracy would be very difficult. In short: as long as the answer is asking for already-developed-and-tested rules for this, I think it’s fine. \$\endgroup\$ – KRyan Oct 10 '17 at 1:54
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    \$\begingroup\$ I've done exactly that in my current campaign, and it works quite well. Actions undertaken: No more +1 every second level to everything for SC. For every 2 levels, monsters lose 1 defense and 1 to-hit (monsters with an odd level lose 1 additional to-hit for smoothness reasons). Damage and hitpoints stay the same. This, of course, removes only half of the AC and to-hit modifiers the monsters (and SC) gain per level, which is exactly right for my purposes. If you want to remove them entirely, you will have to think about ways to handle the other ways SC gain those stats (Equipment and Feats). \$\endgroup\$ – Isdariel Jan 24 '18 at 12:48
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    \$\begingroup\$ Things to consider: 1.) Basic challenges (i.e. for jumping or stabilizing) remain tougher, which makes actually having a skill more important. 2.) Experience values per monster (if you play with those): higher level monster give too much xp and vice versa. I'm okay-ish with "double xp value every six levels" (down from "double every four levels"). 3.) Remember to reduce level-specific DCs (like monster disguise checks) by an equal amount. 4.) Forgot to mention: Also reduce initiative by 1 every two levels. \$\endgroup\$ – Isdariel Jan 24 '18 at 12:59
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    \$\begingroup\$ 5.) If your combat participants have a wide range of levels, keep an eye out for auto-hit effects. Example: As a level 1 at-will, Magic Missile kills a level 30 minion without rolling. Sure, that's true for every game, but usually you are expecting a level 30 wizard to fight level 30 minions - not a level 1 wizard to fight level 30 minions. Non-minion enemies can suffer similiary from receiving status effects of lower-level sources. In my campaign, I have created a clunky chance-to-resist-lower-level-auto-hits workaround, but that's only "good enough" because roll20 speeds up resolution. \$\endgroup\$ – Isdariel Jan 24 '18 at 13:08