Victim
First Post
Reynard said:One of the things that struck me while I was reading the PHB was saving throws. While there are a few creatures or effects that have saving throw bonuses or penalties associated with them, for the most part a character's ability to resist a special attack or spell is dependent entirely on the character's level. There's no scaling of difficulties with respect to where the attack or spell comes from. Moreover, most inhabitants of the 2e world are 0 level commoners. It becomes suddenly very apparent why horrible monsters scare the bejeezus out od the common folk of a D&D 2e world: even a relatively weak creature can kill you with a touch or a glance. Only adventurers, and high level ones at that, can track them down and kill them. Levelled commoners, etc... in 3e, along with scaled DCs for saves, change this aspect of the world. The local master smith can stand up against the orcs, or even the ghouls, because while he is not as powerful as a PC classed character, he's still 5th level. His 2e counterprt, no matter how skilled a smith, still only has 4 hp and virtually no chance to save.
Granted, that's highly dependent on the campaign. Many FR supplements had no problem making common folk higher level, and I might peg a master smith as Expert 2 rather than Expert 5. He wouldn't stand up to orcs or ghouls so well then (especially Fort is an Expert weak save). And with higher level monsters and characters being more dangerous, there's still a need for adventurers.
I think that damage was generally less dangerous in previous editions. Sure, characters had fewer HP and heals weren't as good or plentiful. But most things had no damage bonus. Damage was something that wore characters done over a series of encounters or with large numbers, not things like Claw/Claw/Bite/Rend/Die on a lucky round of attacks. Now damage is usually THE immediate threat.