He was listing off the goals of the combat system design. Yes, it should have explicitly mentioned damage scaling, but I suppose he saw it as implied; hit points scale both in terms of the amount you have and the amount you knock off with each hit.Mearls' article should have included discussing damage scaling, then, and not just hit points, since they go hand in hand.
He was listing off the goals of the combat system design. Yes, it should have explicitly mentioned damage scaling, but I suppose he saw it as implied; hit points scale both in terms of the amount you have and the amount you knock off with each hit.
Anyway, as I said, we've already seen this in practice and it does involve damage scaling.
I think this is the best approach. Rather than have many high impact scaling variables it is resolved to basically one with the others taking a back seat. Let's hope this one variable is not hyperbolic and grows slowly.Mike Mearls said:We want to focus on growing hit points, rather than attack or saving throw bonuses (or DCs), as the way we reflect growing character power.
Good analysis on their part, this has been an issue and the steps they have taken will make an impact I am sure. Mearls says they came to this realization with playtest feedback which is a little disheartening that they did not notice these issues themselves. but they are getting there.Mike Mearls said:Our skill DCs are out of whack. They don't match up well with the actual bonuses that characters accrue at all levels.
Is there a real reason that it should be 1 to 6, why not 0 to 5? First level characters do not need a bonus, if all DC are lowered by 1 then the practical effect is the same. +1/3 levels to attacks and saves for all characters is nice and easy though and should make multi-classing a snap. The optional skill system, will limit what you can do with your stats, you can only use your skill for X as opposed to you get +X to all wisdom actions based on level. Not sure if this is how they are defining this or not...Mike Mearls said:We're instituting a consistent bonus progression for characters that ranges from +1 at 1st level to +6 at 20th level for attacks, checks, and saving throws.
Please remove the skill die. It is fiddly. Roll the die and add a precalculated bonus, not roll the d20 + some other set die + your stat modifier.Mike Mearls said:It's not clear if we'll continue to use a skill die or swap to a flat bonus. We're going to focus on getting data about this question in the next round of surveys.
t's the fact that I really hated how 3e needed the Heighten Spell feat in order to make lower level spells with unique effects competitive.
I would like to see such effects [save or suck] removed completely. Save or out effects are not fun. For example, I think it's easy to recast the ghoul's paralysis as a temporary Dex drain a la 3e Ray of Enfeeblement - drain Dex to 0 and you're paralysed.