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3.5 Scaling Issues - What are your thoughts?
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<blockquote data-quote="Ahnehnois" data-source="post: 5754717" data-attributes="member: 17106"><p>I would say it's not an artifact of D&D even, that if you have characters with levels, those at high level should be able to influence the world much more than those at low level. That's not a flaw.</p><p></p><p>If you want to play a (non-4e) game to 20th level, you can accept that the characters will achieve godly power and play that out. Another way of handling things is to move the characters to the godly realms; extraplanar adventures are a common feature of high-level play and you can change the scale of dice rolls accordingly.</p><p></p><p>I've found vitality/wound solves these kinds of issues fairly well. If you say that falling damage goes straight to wound (and that wound is not level-based), a 100 ft. fall will at least severely injure even a high level fighter. Unless of course he has feather fall in some form. The same goes for starvation, as high-level characters being able to go months without food is equally ridiculous, albeit unlikely to actually happen.</p><p></p><p>You could give high-level PCs a small generic bonus on all skill checks (say starting at level 11, give a bonus equal to character level - 10). Or you could accept that this is the case. Or you could loosen up the class skill rules, award more skill points, and let anyone be at least decent at anything they care to be.</p><p></p><p>Aragorn adventuring with hobbits can be fun. If you don't want that, you're right that you should just avoid mixed-level parties. The system is robust enough to handle significant differences between characters, but more than a couple of levels is pushing it.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5754717, member: 17106"] I would say it's not an artifact of D&D even, that if you have characters with levels, those at high level should be able to influence the world much more than those at low level. That's not a flaw. If you want to play a (non-4e) game to 20th level, you can accept that the characters will achieve godly power and play that out. Another way of handling things is to move the characters to the godly realms; extraplanar adventures are a common feature of high-level play and you can change the scale of dice rolls accordingly. I've found vitality/wound solves these kinds of issues fairly well. If you say that falling damage goes straight to wound (and that wound is not level-based), a 100 ft. fall will at least severely injure even a high level fighter. Unless of course he has feather fall in some form. The same goes for starvation, as high-level characters being able to go months without food is equally ridiculous, albeit unlikely to actually happen. You could give high-level PCs a small generic bonus on all skill checks (say starting at level 11, give a bonus equal to character level - 10). Or you could accept that this is the case. Or you could loosen up the class skill rules, award more skill points, and let anyone be at least decent at anything they care to be. Aragorn adventuring with hobbits can be fun. If you don't want that, you're right that you should just avoid mixed-level parties. The system is robust enough to handle significant differences between characters, but more than a couple of levels is pushing it. [/QUOTE]
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