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D&D Older Editions
Mike Mearls on how 4E could have looked
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<blockquote data-quote="Lanefan" data-source="post: 7524023" data-attributes="member: 29398"><p>Truth be told, in general I've found the basic fighters in our 1e-like games to be more than capable of holding their own and that they don't really need any further design-level help. I've got far bigger fish to fry in any case: thieves and assassins still need lots of help, bards still don't work right after a fifth complete redesign but I just can't bring myself to scrap them entirely (which would otherwise be the logical thing to do), and so on.</p><p></p><p>That, and if anything I'd rather flatten the power curve between low and high levels than increase it. I like it when both low-level characters and low-grade monsters have an outside chance of pulling off a major upset at any time against much higher-powered foes. Both 3e and 4e go the other way, as they both have rather steep power curves that reduce the chance of an upset to basically zero outside of a quite narrow window; while 5e to its credit has flattened it out again somewhat.</p><p></p><p>Examples from my current game: in their first adventure a raw 1st-level party somehow took down a full hill giant that by rights should have squashed them all flat (and I wasn't pulling punches!). Much later a party of about eight 5th-ish level PCs met some more giants - the big ones didn't last long but one of the giants' children (statted as a basic ogre) singlehandedly put up a heroic last stand that delayed the party for about six rounds - they just couldn't hit it (poor rolling) and, as it had just watched the PCs kill its parents, it rage-blindly refused to yield. It also managed to give out a decent amount of damage in return. So impressed were the PCs with this guy that when it finally did die they actually gave him a decent burial...</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7524023, member: 29398"] Truth be told, in general I've found the basic fighters in our 1e-like games to be more than capable of holding their own and that they don't really need any further design-level help. I've got far bigger fish to fry in any case: thieves and assassins still need lots of help, bards still don't work right after a fifth complete redesign but I just can't bring myself to scrap them entirely (which would otherwise be the logical thing to do), and so on. That, and if anything I'd rather flatten the power curve between low and high levels than increase it. I like it when both low-level characters and low-grade monsters have an outside chance of pulling off a major upset at any time against much higher-powered foes. Both 3e and 4e go the other way, as they both have rather steep power curves that reduce the chance of an upset to basically zero outside of a quite narrow window; while 5e to its credit has flattened it out again somewhat. Examples from my current game: in their first adventure a raw 1st-level party somehow took down a full hill giant that by rights should have squashed them all flat (and I wasn't pulling punches!). Much later a party of about eight 5th-ish level PCs met some more giants - the big ones didn't last long but one of the giants' children (statted as a basic ogre) singlehandedly put up a heroic last stand that delayed the party for about six rounds - they just couldn't hit it (poor rolling) and, as it had just watched the PCs kill its parents, it rage-blindly refused to yield. It also managed to give out a decent amount of damage in return. So impressed were the PCs with this guy that when it finally did die they actually gave him a decent burial... [/QUOTE]
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