This idea was brought on by recent discussions of save-or-die, as well as omnipresent lamentation of the way solo monsters get brought down by status effects in 4e, and finally something I have touched upon in a past post: intuitively, it should be harder to trip a dragon than it is to trip a goblin. But how, and why?
Because a dragon is a solo monster. This suggests that it should be tougher, not to mention more dignified than to spend half the battle on its back. A spell that would stop a goblin’s heart should merely give it hiccups. See the common thread? Status effects inflicted upon solo monsters should be inherently weaker. This is what the +5 bonus to saves tried to achieve, but we all know how that fared. This is tangentially related to the thought that power is different from level, and that solo/elite/standard/minion actually describe the difference in tiers between a monster and the PCs. Now, what can we do?
Following is a substantial mod of 4e, an attempt to cut away many of its unnecessary complications by getting rid of legacy elements and any attempts at simulation. Pure gamism & narrativism. No Red Queen’s races, no sacred cows. At the same time, the goal was to keep most of the original material viable and functioning essentially the same way. Not many explanations as to why certain elements are removed are provided – that’d take too long, and this post focuses on actual rules you can play with. Feel free to ask, though.
As I was writing this, one concern kept creeping up: would it still feel like D&D? I get rid of some of its essential elements, after all. But having run several sessions with this rule set, I can confidently say it hasn’t diminished our enjoyment of the game in the slightest. Your mileage may vary, obviously – let me know if you try it.
4e tries very hard to be balanced. It knows it works best with all the numbers within a certain range of one another. It shouldn’t be too hard to hit your opponent, just as it shouldn’t be too hard for the opponent to hit you. Attempting a task reasonable for your character should result in success more often than failure, but still not be guaranteed. With that in mind it goes out of its way to make sure that no matter how far you advance and what abilities you take, you won’t jump off the track. Naturally, this approach presents all sorts of constraints on characters and monsters, most of which are entirely unnecessary. Instead of moving the target along with projected average character progression, it’s much easier to set the critical values to what we want them to say, bolt them down and move on. Which is where this mod comes in.