mach1.9pants
Hero
...what you may say? Bear with me (or is it bare?)
In The Elder Scrolls Oblivion the world scaled with you, bump into some sewer rats at first level and they were 1st level rats, do it many levels later and you were facing the god of rats times many! To a certain extent 4E does as oblivion does with the exact same target numbers and exact same bonuses hard wired into the system. Now this reduces TPKs and swingyness but did 4E go to far?
IMO it did, there was too much divorce of the real world feeling to mechanical numbers. This is a nod to realism bit I guess.
So I would like to hear other posters thoughts on this and how they think we could, if it is a desirable goal, to make 5E a little less static in difficulty.
I was inspired by a post on RPG.net
In The Elder Scrolls Oblivion the world scaled with you, bump into some sewer rats at first level and they were 1st level rats, do it many levels later and you were facing the god of rats times many! To a certain extent 4E does as oblivion does with the exact same target numbers and exact same bonuses hard wired into the system. Now this reduces TPKs and swingyness but did 4E go to far?
IMO it did, there was too much divorce of the real world feeling to mechanical numbers. This is a nod to realism bit I guess.
So I would like to hear other posters thoughts on this and how they think we could, if it is a desirable goal, to make 5E a little less static in difficulty.
I was inspired by a post on RPG.net
Pedantic said:The problem with using skill challenges to resolve this is that they don't actually help the roleplaying that much. Or, in my opinion, at all. Instead of all those crazy things you just described happening, the skill challenge (particularly with 4e's very limited range of skill math) comes down to an exercise in probability. There's no chance to leverage the mechanics, or the players exact interaction with the fictional world for advantage.
It's not even that skill challenge or too abstract or gamey. It's that they aren't even a game, because there's only one potential point of player interaction and that's "how can I persuade the DM to let me roll my best skill?"
For all that 3e spells offer way too much narrative power, and place all of that power in the wizard's hands, they at least gave players a way to influence the world meaningfully instead of watching the numbers tick past cloaked in flowery (but ultimately meaningless) description.
Assigning generic DCs based on player level and relative task difficulty instead of concrete fictional representation (and yes, I know that door in 4e has the same break open DC all the time and it's merely the kind of door players will see that changes, but then we're back into flowery language cloaking entirely statistical abstraction again) creates exactly the same problem.
Players can't make meaningful decisions because there all choices have equal value. You need to have some way for crazy ideas to matter. If a player can find a way to Jump over a 5' wall instead of picking a lock and have an easier time of it, then their decisions matter. If there's a set of DCs already laid out ahead of time and no matter what checks are used they will be the target numbers, you might as well be flipping coins and skip forward to the next conflict point, or dispense with the mechanics altogether and tell a fun group story.