R_kajdi said:
1. You still have the gear dependancy that everyone thought was dumb in 3rd edition. Scale things slightly more linearly, and you can completely remove the +s from items (special effects only) which makes magic more about weird effects than a pile of plusses.
Yeah, one of the design goals was: "People like Magic Items. They expect to get them as they go up levels. They expect them to make them better at fighting. Plus weapons and armor are too much a part of D&D to remove. So, we put them in, but we make sure the math from beginning to get takes them into account in a very predictable way." That's exactly what has been done.
R_kajdi said:
2. You severely punish high level characters who don't go against the more limited defences instead of AC. If this is not a problem at 1st level, why alter it for upper levels. This leads into my next point--
There is a very small difference. At it heavily depends on the monster you are fighting. And the melee people(i.e. the people attacking AC) are the ones most likely to be the ones receiving bonuses from other people's powers, and from Combat Advantage.
R_kajdi said:
3. You still have a "sweet spot", just like last edition. D&D 4E was almost an unmitigated success to me because at first it looked like the sweet spot extended over all the levels. If you liked play at 1st level, 30th level was basically the same with higher numbers. As it is now the game changes over levels, and I can't see that as a good thing.
They were using the term sweet spot to mean: The time when you didn't feel overwhelmed or underwhelmed by monsters. You didn't get frustrated because being a mage meant never being able to attack anyone with a weapon ever. Or when your bonus to hit was so high you needed 2s to hit almost constantly. Even within the so called "sweet spot" there was a difference in your chance to hit from 5th to 12th level.
The numbers never drift out of the 25-75 percent chance to hit. That's the idea.
R_kajdi said:
4. This punishes characters who aren't strict specialists, which was a dumb issue in 3rd edition, and unfortunately still is around. Because you have to churn so hard to almost keep up, it's very hard to have a second area of competence at higher levels. You're pretty well stuck doing your one trick. A smarter move would have been to reduce the gap between competance and average ability by slowing down the gap between monster AC and level based bonuses, while also dropping the last few top end specializations into each area (maybe only have weapons go up to +3 or +4, and drop the last top +1s from the paths for specialization) With that, you'd see more well rounded characters, instead of characters who do one trick really, really well.
Remember, most people want to be the best. Sit an average person down at a game and tell them they can spend points to increase something to make them better. They'll take close to every advantage they can get.
Plus, people always want more. Part of the reason the "sweet spot" worked the way it did in 3e is because you could get a meaningful bonus at almost every level. You were always getting cool new magic items that made you better to hit, same with cool new armor. After 12-14th level, armor and weapons stopped giving you pluses to hit. Instead, you already had +5 weapons, now you were just adding properties to weapons which sometimes did nothing at all. People didn't like that.
R_kajdi said:
Maybe part of this is that I have a different idea of a top end design goal than D&D's designers themselves, but it really does seem like the game breaks for certain character types at the top levels still. Staying in the heroic and low paragon tiers, this gap should be minimized, so that you aren't punishing people for not playing super-specialists or the "wrong" character type. I see absolutely no reason why a character concept should not be equally viable at every character level.
You have to plan for the worst. Because there will be power gamers out there who choose the "best" character. So, all the monsters are built around the "best" character. However, the numbers are small enough that the difference between the best and the worst characters are small. The best might have a 60% chance to hit an enemy while the "worst"(that is still reasonable for the class) has a 45% chance of hitting.
And at high levels, you are almost always flanking, spending action points(since you get 3 and a new one every 2 encounters), you get bonuses for using your action points, often to hit. You leader can put up bonuses or give you extra attacks on a regular basis. The difference is mostly negated. But the game is a cooperative one, so it assumes other people around.