It is just that there's no clear purpose to the curve. PCs always basically hit on a 10, so do monsters (yeah, the actual numbers vary, maybe its an 8 or whatever). What is the POINT of that?
If I've understood ardoughter right, then I agree.The half level bonus makes the tiers happen.
The function of the half-level bonus, it seems to me, is to force a default story progression onto the game, from kobolds and goblins up to Orcus and Lolth.
Preserving damage and hit point increases would keep this to an extent, but the half-level bonus practically hardcodes it into the game (assuming a GM is using published material).
Whether this is good or bad is another question. I tend to like it, but I'm still in my first campaign. I haven't had to test the replay value of 4e yet.
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Now this I agree with. But I think it's mostly stat-scaling rather than level scaling that causes these issues (with defenes, missile attacks, skill bonuses etc). I think getting rid of stat scaling would be a good idea - specialisation could be reflected through powers (including skill powers) and perhaps feats, rather than via stat gain which causes all the DC-setting problems you've described upthread.Less options is the answer to bloat, but where do many of those options originate from? They exist because it is necessary to maintain the sliding scale of attacks, or 'fix the math' in places where the scale didn't work as it should have.
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