I thought I was agreeing, just in different words. Maybe I need more sleep!I'm duly impressed that you managed to disagree with my post where I was agreeing with you.![]()

I thought I was agreeing, just in different words. Maybe I need more sleep!I'm duly impressed that you managed to disagree with my post where I was agreeing with you.![]()
I think this is one of those things where the game model for combat (particularly on a grid) and real-world capabilities are so out of synch that it makes it difficult to talk about them.To be clear, there’s a huge difference between a lunge by a RW highly skilled swordsman making a couple of attack lunges and being able to attack everyone in a 706 square foot area (a 15’ radius circle) in 6 seconds. That’s almost 50% bigger than my entire apartment in law school, and about 80% bigger than the house I was brought to the day I was born. That doesn’t sound mundane to me.
I’m a LOT more comfortable with a 10’ radius area (approximately 315’ square feet).
I have been noting through several posts that what is mundane may differ based on species abilities.
Spelling it out and going back to my first post’s methodology of being system agnostic:
If a character’s base speed is based on his species (not class), then a high level mundane fighter’s speed might max out at 2 times* normal for his species. (The 3.X monks did something like this by simply adding 10’ base speed every few levels.)
That “heroic max” could be applied to a variety of metrics & mechanics.
If a normal human hold their breath for a number of rounds = 2x their Con bonus (or whatever), the high-level mundane warrior could hold their breath for 4x their Con bonus. But a high-level mundane warrior of a species that could already do 4x would be able to hold their breath 8x their Con.
See also things like max encumbrance, bonuses to saves regarding endurance, bonuses to resisting harmful magic, and so on.
* or maybe even 3 or 4 times. The exact number doesn’t really matter for this discussion, and if used, would need to be determined by playtesting.
I didn't say it's a widespread issue.You saying that it is a widespread problem also means nothing. Which is not what you said, you stated as a matter of fact is that 5E doesn't work at higher levels.
I make no claims whatsoever about what people other than the ones I've played with to level 20 say or think. All I can say is that the issue is not universal.
I didn't say it's a widespread issue.You saying that it is a widespread problem also means nothing. Which is not what you said, you stated as a matter of fact is that 5E doesn't work at higher levels.
I make no claims whatsoever about what people other than the ones I've played with to level 20 say or think. All I can say is that the issue is not universal.
I didn't say it's a widespread issue.
It's just widespread known.
False. Some people may have a problem, others do not. As far as I can tell the former refuse to make any adjustments to style to fix the issue even when the latter offer to discuss ways that might help.There are only a fraction of the fanbase who plays high level. And they have a problem.
I mean, they might, if high level play had ever actually worked well. 50 years of "this doesn't really work" is going to put a lot of people off trying it. And, the balance problem D&D has always had at all levels do get harder to ignore or fix as level increased.No one said a majority of fans want to play high level.
Well "the majority ..." is an appeal to popularity fallacy.Saying that "It's well known that..." or "The majority ..." is an appeal to authority fallacy that simply can't be justified.
A game element that determines your abilities and a game element to represent mowing through foes that pose a physical threat but don't present a physical obstacle respectively.Ok. Then explain to me what character stats scaling up represent and what do some enemies becoming minions represent?
One is the structure for scaling abilities, the other is something to demonstrate those abilities on.Because don't they both represent the same thing, the characters becoming more powerful?
The don't represent the same thing and in 4e, it is codified. The game tells you how to use minions.Why use two different methods to represent the same things, the latter of which is not actually codified in any way and is up to GMs whims?
Oh, that's easy: don't.And how to handle the foes facing characters and allies of varying levels at the same time?
IMO in 5E tough things die too fast, chump things live too long. Boss monsters just get dogpiled with the PC's superior action economy while their minions are ignored unless they have some kind of gimmick that makes the 20hp spud with a sword somehow matter to a 10th level party. Swinging a sword once a round with a +4 to hit for d8+2 ain't it.I felt that in 4e the monster HP was bloated and fights took too long. I haven’t had that impression in 5e, things die pretty fast.
Fair. Extras that somew provide some benefit to the bosses are better. Though I feel masses of lesser foes are capable of dealing decent damage, especially if they’re ranged and concentrate fire. Your mook system is pretty similar to what I use for really big combats.IMO in 5E tough things die too fast, chump things live too long. Boss monsters just get dogpiled with the PC's superior action economy while their minions are ignored unless they have some kind of gimmick that makes the 20hp spud with a sword somehow matter to a 10th level party. Swinging a sword once a round with a +4 to hit for d8+2 ain't it.
I don't want to track individual hit points for 10+ chumps but that is astonishingly what 5E expects. Minions worked great for me in 4E. I also had a mook system, where they had a HP threshold. Deal that, they die. Deal less, they're bloodied. Any damage or condition defeats a bloodied mook. Basically Savage World's fine/shaken/defeated.
Scaling with character level represents the character getting broadly better at adventuring, particularly the class's abilities.Ok. Then explain to me what character stats scaling up represent and what do some enemies becoming minions represent?
As above, that might work, in a far more detailed and nuanced simulation. One not, for instance, limited to the flat distribution curve of the d20.To me it is clear that this is far more convoluted than just having the character stats scale up as they level thus the lower level enemies becoming easier to beat..
Aside from 'fictional reality' being a bit of an oxymoron, fictional settings aren't that consistent - particularly, not that kind of consistent. All orcs using the same stat blocks isn't consistency, it's a simplification for playability. A representation of 'the world' where the orcs aren't existentially mooks and the PCs not Heroes, would have each orc unique and modeled in the same level of detail as a PC. When the PCs encounter a particularly bad-ass orc leader at first level and he nearly takes them down single-handed, then, later, having undergone rapid leveling, the PCs take him on again, he wouldn't, if the game were faithfully modeling some imaginary objective reality, have the same stats, maybe the orc wouldn't have had as much experience as the PCs in the meantime, but time as passed and he may have gained a level or switched to different gear or picked up a new trick or even have something he's been working on in hopes of a rematch...What is desired is the consistent representation of fictional reality by the mechanics.