D&D Blog - Just Bigger Numbers

Back to the topic of high-level play, some sparse thoughts...

a) What is the real purpose of scaling the numbers up? IMHO it is that of making previously challenging monsters progressively easier, and previously impossible monsters merely challenging. But the important thing is, how does your game's choice of scaling result in a certain "level range" of challenging monsters, because you won't normally even fight monsters above that level (it would be an impossible encounter) or below that level (it would be a trivial encounter). If you take edition X and such "challenging level range" is large, then you have quite a lot more options on monsters to use (to different degrees of encounter difficulties) compared to an edition Y where the resulting range is narrow.

b) In lieu of point a), I want to know if the game handles well putting together weak monsters in large numbers. It's my own pet peeve, but I really would like sometimes to have a battle against a small horde (not mass battles! just think the PCs against e.g. 20-30 critters). This depends on scaling and other things.

c) For me, complexity is a must, not in the sense that running the game should be complicated, but just that playing the characters should involve more thinking than just rolling the dice. I don't know maybe flying combats, enemies with a thousands immunities and just one weakness... I can understand that some gamers don't like this and want a simpler game at every level, but I also think that without complexity high level is an illusion: e.g. if you want to fight demigods, you only need your PCs to be on par with them, but if you don't bother with extra complexity then both the PC and the demigod could be mechanically at level 1 plus wacky fluff.

d) Another debatable thing here... I would like high-level heroes to be mostly unconcerned with low-level problems like food, housing, short-distance travel, illumination and the big one: money. Yes that's it, I've said it... I don't want high-level heroes to bother with treasure unless it contains a truly significant item (i.e. big magic item). I want them to be beyond the point when they need to count the gp, either because they have collected enough treasure to be able to buy anything (except what cannot be bought but can only be found, because at this magnitude of power useful magic items are only really rare, and don't come with a price tag) or because they are concerned with purposes that go beyond wealth.

e) I certainly want options like "Kings & Castles" but this is hard... I'd like high-level PC#1 to be able to just assume he can build a castle, own lands, open a merchant business or something else, without bothering how much it would cost (and it may not even cost e.g. lands could be a gift from the King for your deeds) or how much it would make you gain (e.g. those lands generating revenue). If point d) is valid, then it doesn't matter to define costs and revenues, they stay in the background. So I would like player of PC#1 to be required to invest only her time and effort to define by himself what her PC is doing with his downtime businesses, and bring his proposals to the table for the DM to approve (and occasionally the DM could decide or roll what happens to those castle and land, perhaps using them to provide adventure hooks). In exchange for the effort, the PC#1 could get some benefits in the form e.g. of information, henchmen, mundane equipment, transportation, messaging/delivery services etc. with the DM finding guidelines in the DMG on what to grant, on what scale and how often (and maybe even some random events tables). All of this while PC#2 played by another one who is not interested, can just say he spends all treasure in beer & whores, and not feel like he is penalized. I'd like the whole thing to work as "you get from it what you put into it", without directly influencing the PC's power during combat. This requires the game to reach a point when economy is detached from personal (combat) power, as in point d).
 

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This all goes back to the fact that stretching the system that uses a d20 for conflict resolution from roughly ten level to roughly twenty levels then to thirty levels or more is problematic.

At times I wonder if they're intending to extend the levels indefinitely, whether 40 levels, 50 levels, 100 levels, 1000 levels, or infinite. :p
 

Does it?

If you have an attack bonus of +25, and you're fighting things with an AC of 35, are the odds more predictale than if you have an attack bonus of +2 and are fighitng things with an AC of 12?
Yes, larger modifiers do exactly what he said...

he was speaking of the modifiers to damage, not those to AC.

If you do 1d4 damage against a monster of 10hp, it takes you between 3 and 10 attacks to bring it down. (Average damage is 2.5 so it should usually take 4 rounds)

If you do 1d4+20 damage against a monster of 90 hp, you take it down after 4 or 5 attacks (usually 4, as you do 22,5 damage on average)

So what he said is exactly true. And when you have a system like ADnD where AC is no function of level, he is also right with attack bonusues having a big impact. Although of course in 4e bonuses to attacks against equal level opponents are nullified by the bonuses to defenses., as 1d20 against AC 10 is equal to 1d20+20 against AC 30.
 

Teleport of 40' seems like nothing until you think of all the fight problems you can avoid.

...
Slide that drops you off the edge of a cliff? Teleport before you hit ground to safety.
...

Does teleportation nullify your momentum? I am not sure about that. So when you teleport to safety and you already are at a high velocity, do you still crash?
 

Does teleportation nullify your momentum? I am not sure about that. So when you teleport to safety and you already are at a high velocity, do you still crash?

If you were going to invent a teleport spell, would you have it nullify momentum? I'm pretty sure that I would. There have been long discussions on that subject before, but it seems pretty likely to me that spells are designed with the 'most useful outcome' in those cases.

Cheers
 

If you were going to invent a teleport spell, would you have it nullify momentum? I'm pretty sure that I would. There have been long discussions on that subject before, but it seems pretty likely to me that spells are designed with the 'most useful outcome' in those cases.
Assuming that the planet on which the spell is used is rotating, a teleport spell that doesn't nullify momentum would be dangerous indeed to use... :p
 

Bigger numbers:
+ feel cool
+ give sense of improvement
+ allow "leveling out" of weaker challenges
- more time consuming mathematically
- "levelling out" removes challenges from play

My thing about big numbers is they have a way of removing the relevant results of die rolls against lower DCs. +1 means no DC: 2 challenges are anything but auto-success. If you want to keep challenges pertinent across all levels, then the numbers need to stay within the die roll. I.e. DCs 11-20 with 9 levels of bonus.
 

In talking about high level characters there are really three separate issues.

The first issue concerns the "bigger numbers." The key here is to figure out a way so that both PCs and enemies get tougher (so as to preserve a sense of progress) while having larger numbers of weaker enemies continue to provide an appropriate threat. You can debate the question of "how many basic orcs are an appropriate threat for a 10th level character", but I think most of us would agree that some number of basic orcs should be a threat to a 10th level character. Naturally, the central question is figuring out how to adjust the To-Hit vs. AC progression so these weaker enemies don't ground out to irrelevance too quickly. IMO, 3e and 4e increased these numbers too fast.

The other two issues are how high level combat differs from low level combat and how high level non-combat differs from low level non-combat. One question is just how many options should the PCs have, but I think the more interesting questions relate to what are the issues that PCs worry about.

In the non-combat context, I think high-level characters should stop worrying about things like food, travel, most physical obstacles, interference from local authorities and the like. On the other hand, topics like domains, magical research and interplanar travel are new topics that are good subjects for high level play. Similarly, low level combat should focus on difficult terrain, ledges, cover (corners, pillars, bushes) and whether you have a silver weapon to use against the werewolf. High level combat should worry about flying, phasing, invisibility, tactical teleportation, walls of force, and knocking down all the scenery.

To design balanced, distinct high level play, the designers need to take these "topics of concern" and figure at what levels these concerns phase in and out. To pick one example (all numbers are arbitrary), the designers might say that flying is inappropriate for levels 1-6, rare for levels 7-12, common for levels 13-16 and ubiquitous at 17+. This kind of decision tells designers:
  • When should classes make flight abilities available?
  • When should flight-granting magic items be available?
  • At what level should flying monsters become advisable and how advantageous is that flying ability?
  • At what level do monsters without anti-flight capabilities become too easy?
  • At what level does difficult terrain and pressure plate traps become irrelevant?
  • At what level do flight obstacles like low ceilings and tempests become important?

Once you have a bunch of these charts, the difference between high level and low level play (and how the transition takes place) becomes clear. A designer can write an 12th level infiltration encounter because he or she knows the detection, stealth and distraction capabilities available at that level.

-KS
 

The problem that I have with saying at level X you can have ability Y is that it takes the 'fun' out of magical.

It also limits the DM with an artificial limit.

There have been plenty of fantasy worlds in game and story where flying is part of a low level story or a natural ability of some characters.

I think it is better to have a discussion section on 'flight' as a topic with things to consider then to say that providing flight packs (or equivalent to air planes) to level 1 characters is wrong.

The same should go for a variety of topics.

I like the idea of magical portals. I like the 'instantaneous' teleportation to another spot with a 'blind' sense of not knowing what is on the other side (I blame stargate and sliders). I don't see them as any more harmful then a subway system and have many advantages for allowing you to move the story along.

Can things get abused? Sure, but there are often far more complex issues then this behind those problems then saying 'flight is not for toddlers'.

There are plenty of counter points to these powers like Medussa glance, level draining touch, and teleportation that a GM can use and players can use if they are provided in a proper environment.
 

The numbers absolutely should go up with level.

Ideally, modifiers should range between -5 and +25 over the course of the entire game; only in truly exceptional cases should it move beyond these ranges. (That is, if the PCs have quested for and gained the mystic artifact to take down the Demon Lord.)

Characters should start at level 1 with a fairly small suite of powers. This should gradually ramp up during the course of the Beginner tier to a plateau; after that point they should not gain more powers, they should upgrade their powers, or replace them with more powerful alternatives.

Complexity should be handled via the use of modules - some modules can provide more complex powers (at about the same power level), allowing people to each set the complexity of the game that they wish to play. This allows complexity to be controlled by player exerience, not character experience.

All IMO, of course.
 

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