Tony Vargas
Legend
Yep, the infamous treadmill. It was a great feature as far as providing PCs with a sense of advancement, keeping classes balanced, and making encounter-building functional at all levels. It was even elegant when viewed from some angles - from others it looked like travesty of a mockery of a sham...To my thinking, the biggest system problem with 4e was the fact that _everything_ scaled with level - certainly the usuals, like HP, attack bonuses, saves, skills. But then (as a consequence of saves = defenses) even AC scaled with level.

Sorta the point of advancement, really, to face increasingly difficult challenges. Arguably one of the reasons most other editions of the game didn't work so well at higher levels was that advancement was too un-even whether across classes, levels, or what was needed to provide a challenge (or all the above).Once again, the DM had to place geometrically stronger challenges against the party.
Walking a tight-rope should be almost routine for the 2nd-storey man at 1st level - good DEX, training, +2 for a balance pole, perhaps, maybe a background or racial bonus - you're looking at +12. When will the fighting cleric get there? With no investment in DEX, no training or other bonuses, and heavy armor: level 26 (+13 for level & +1 for DEX 12, inevitable at epic unless you dumped an 8 in it, and -2 for that +6 Dawn Warrior Spiritmail or whatever).Skills scaled so rapidly that one had to increase skill DCs with party level - so walking a tightrope becomes routine for a high enough level character - which to my thinking is ridiculous. It should become routine for a 2nd-storey burglar, and stay impossible for a fighting cleric.
I mean, we are talking about larger-than-life heroes who have gone from fighting kobolds to fighting in an abandoned mine to fighting devils in hell, from climbing a rope to get to the next level of a dungeon, to climbing a Pillar of Creation to reach another plane of existence. It's not so ridiculous that the virtual (or actual, it was an Epic Destiny in the PH1) demi-god can manage to cross a tightrope 9 times out of 10. It's maybe a tad ridiculous that he'd have a need to when he can probably fly or 'port to the other side, anyway (there's that ubiquitous magic, again!), and would take trivial damage from the fall if he did fail.
And, really, isn't it a little more ridiculous that he'd have gone through so much in his adventures without his balance /ever/ improving?
'The masses' kept playing D&D without even noticing the edition war.On the other hand, the things that the masses revolted against were just fine in my view. Healing surge was an excellent mechanic. The notion of Clerics not having to choose between helping the party and getting in on the action was a great advancement. I really liked the Warlord class.

That's an interesting way of looking at it. OTOH, magic-users kept getting new spell levels through 18th, Druids & Assassins hard-level-capped at 14th (Monks at 17th), and multi-class characters only started to hit their more significant level caps around that time, finally giving humans their day in the sun. So it sure seems like the game was meant to be played into the double-digit levels...Mu. oD&D and AD&D have a soft-level-cap at about level 10. The change in the HP progression and XP progression are deliberate design decisions that pair with the wizard getting a tower and the fighter getting an army to enter the endgame rather than continue adventuring forever. Why the endgame got lost along the way is something else to discuss in another thread.
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