Dannager
First Post
Pathfinder/3rd edition is the only edition that find will allow me to create this NPC using the actual mechanics.
That is false.
Pathfinder/3rd edition is the only edition that find will allow me to create this NPC using the actual mechanics.
Whereas anyone of even half-reasonable sensibility would be outraged by martial encounter powers?
Seriously, those of use who find 3E's NPC build rules ridiculous don't have our expecations "set on a razor's edge". We just have different expectations from yours.
The whole 4e math structure is balanced on a razor's edge, otherwise there wouldn't be so much consternation about feat taxes and math fixes. And I think the game's narrative space suffers for it.
You know, lets ignore whether or not 4E's math is based on a razor edge (it's not) or whether or not feat taxes are a good idea (they aren't, and never have been in any edition).
How does this damage the "narrative space?" I mean in what way does having solid mathematics cause the game to lose narrative space? Does the game gain additional narrative options when you have classes and options that are obviously terrible (the fighter next to the warblade, the ranger next to the druid, the monk next to an actual PC class)? Does the narrative space decrease if on-level monsters provide appropriate challenges for parties?
The whole 4e math structure is balanced on a razor's edge, otherwise there wouldn't be so much consternation about feat taxes and math fixes.
I think GreyICE's reply here captures the important issues.You know, lets ignore whether or not 4E's math is based on a razor edge (it's not)
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How does this damage the "narrative space?"
This is nothing to do with "razor edge balance". This is about scaling. AD&D has comparatively little scaling of AC and saving throw DCs. (Although Vault of the Drow comes up with a story kludge - magical drow items - to produce de facto scaling AC for the drow opponents - ACs well into the single digit negatives are rife, which no PC below 10th level would have any reliable chance of hitting.)In games with more tolerance (like 1e/2e) and fuzzier balance, you have more options for groups adventuring with varying levels and capabilities.
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The math was bounded compared to 3e/4e so saving throws never were utterly out of reach, nor were defenses too good to hit.
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In 3e and 4e (and I'd even say it's more of a problem with 4e because of the scaling of the defenses with attack values, even for mooks), that sort of game is a lot harder to accomplish. That style of narrative - gone.
Jumping off the 4e treadmill would not be difficult, and it's pretty close to what 5e 'bounded accuracy' does. It just removes much of the illusion of advancement, and advancement is a big part of the D&D mystique.In other words, I think it is pretty trivial to eleminate the scaling from 4e and thereby render it comparable in this respect to AD&D. And the triviality is a direct consequence of the maths being transparent.
I actually posted on this very point in the "flat maths" thread:Jumping off the 4e treadmill would not be difficult, and it's pretty close to what 5e 'bounded accuracy' does. It just removes much of the illusion of advancement, and advancement is a big part of the D&D mystique.
In games with more tolerance (like 1e/2e) and fuzzier balance, you have more options for groups adventuring with varying levels and capabilities. We used to run with characters ranging from 14th to 8th level back in 1e without appreciable problems. The math was bounded compared to 3e/4e so saving throws never were utterly out of reach, nor were defenses too good to hit. You can run a Fellowship of the Ring-style party in 1e fairly easily with a couple of high level characters, a few mid levels, and a few low levels and the low level characters will have more survivability and pull more weight than in either 3e or 4e.
The whole 4e math structure is balanced on a razor's edge, otherwise there wouldn't be so much consternation about feat taxes and math fixes. And I think the game's narrative space suffers for it.
And this, I think, goes to the point about "narrative space". 4e's "razor edge" balance is, in reality, nothing more than transparent mathematics: it is easy to estimate hit/miss ratios, and therefore think about pacing considerations, because every level of creature is associated with a particular average defence number. It occupies the same functional space as, for example, the pass/fail cycle for setting DCs in HeroQuest revised.
This is nothing to do with "razor edge balance". This is about scaling. AD&D has comparatively little scaling of AC and saving throw DCs.
(Some of this HQrev stuff was then reproduced by Robin Laws in his work on the 4e DMG2. My disappointment with that is that no real effort was made to integrate it tightly with the 4e action resolution and monster building mechanics, which are very different from HQ.)
old heroquest was a board game.Could you explain please? I've never seen a copy of HQ and associate the name with a Descent style boardgame.