Warder, thanks for the reply.I haven't played Next for a couple of months now but I'll try to answer that
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My point is, the math was never the make or break thing for our groups, and I suspect that it's the same thing for many more people.
Warder, thanks for the reply.I haven't played Next for a couple of months now but I'll try to answer that
<snip>
My point is, the math was never the make or break thing for our groups, and I suspect that it's the same thing for many more people.
Mike Mearls said:Since AC, attack, and saving throw numbers don't grow too much, low-level monsters can still hit and damage you (though for a smaller portion of your hit points) as you reach higher levels.
Saving throws against effects that take you out of the fight, like a ghoul's paralysis, mess up monster scaling. A ghoul is equally deadly to a 3rd- or 17th-level fighter. If either one blows a saving throw, the fighter is out of the battle.
Mike Mearls said:•Saving throws against effects that take you out of the fight, like a ghoul's paralysis, mess up monster scaling. A ghoul is equally deadly to a 3rd- or 17th-level fighter. If either one blows a saving throw, the fighter is out of the battle.
•Our skill DCs are out of whack. They don't match up well with the actual bonuses that characters accrue at all levels.
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.
•For characters who are truly experts in some areas, that bonus can go as high as +12 for checks. For example, rangers can hit +12 on Wisdom checks and rogues could hit it on Dexterity checks. You won't reach that height for attacks. We might allow characters to gain that on saving throws if it fits a character archetype. For instance, a dwarf fighter might eventually reach +12 on Constitution saving throws.
• The optional skill system allows you to reach +12, but only for specific checks that map to the traditional D&D skill system as seen in 3rd Edition and 4th Edition. For instance, a 20th-level cleric who maxes out the Sense Motive skill might be at +6 for Wisdom checks and at +12 for Sense Motive checks.
Mike Mearls said:•We're plotting out monster saving throw DCs by level so that lower level critters have lower save DCs than higher level ones. In other words, a creature's DCs play a big role in determining its level and XP value.
Mike Mearls said:•We're pushing the DCs used by player character casters down a bit and factoring effective spell level into the equation. Thus, a high-level wizard has lower saving throw DCs for weaker spells and higher ones for stronger ones.
Mearls writes:our playtest data is showing that while people notice this issue, it isn't distorting the game as a whole
I find this interesting, and a little surprising. I would have thought getting this stuff right is a big deal, and something you'd try and sort out early rather than late. How can you judge whether a fighter plays over- or underpowered, for instance, if you're not testing the real system maths which gives you a real sense of how often s/he hits and how often s/he saves. Mutatis mutandis for thieves and skill checks.
Balance and usability of low level monsters are good.
I'm not sure, though, about increased power being reflected by increased hit points. That seems very passive; I'd prefer something active that scales with increasing power. For example, if damage output also increased with increasing power, that would be something actively employed, and would balance with the increased hit points as well as with keeping accuracy and saves bounded.
The part about increasing hit points isn't new information. We've already seen this in practice, and it involves scaling both hit points and damage output, while keeping attack and defense modifiers tightly controlled.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.