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D&D Blog - Just Bigger Numbers
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<blockquote data-quote="El Mahdi" data-source="post: 5830744" data-attributes="member: 59506"><p>Based on the questions, and things they've mentioned about high level play earlier, I think they are on the right track concerning this. But they definitely have their work cut out for them.</p><p> </p><p>I can see Uber High Level play, High Level play that plays as simply as low level play, and High Level play that adds complexity but keeps numbers less lofty, all working together in a tweakable system. And that's cool. Though it won't be easy to design.</p><p> </p><p>But I do take issue with one of Monte's assumptions. This...</p><p> </p><p></p><p> </p><p>...just is not true.</p><p> </p><p>Having such large modifiers (such as +25) takes a huge amount of randomness out of the combat. The random part of the equation becomes a smaller and smaller percentage of the overall result. These high bonuses mean that even when attacking high level threats, automatic hits and massive amounts of dealt damage are happening with virtually every attack. That does change the tactics of the game significantly, and changes the feel of the game even more. You go from being able to enact a battle of atrition, to one of concentrated group fire on an individual target in order to take it down before it can act (thereby nullifying it's likely automatic hits for massive damage). Then moving on to the next one.</p><p> </p><p>High Level play and Low Level play are very different animals with very different objectively quantified <em>Feels</em>. And that's only from the standpoint of the math. The complexity is another story entirely.</p><p> </p><p>One answer to that might be to have random bonuses (added dice) rather than static bonuses. But that's also something that significantly changes what we know of as core D&D. And many don't like that.</p><p> </p><p>Slower BAB/AC scaling could help with this also. But even that won't completely do the trick. That just makes High Level play feel like 10th to 15th level play for a longer amount of levels. It still doesn't emulate the grittiness of low level play very well.</p><p> </p><p>Like I said, there's a lot of work to do. But I do have faith they can do it.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5830744, member: 59506"] Based on the questions, and things they've mentioned about high level play earlier, I think they are on the right track concerning this. But they definitely have their work cut out for them. I can see Uber High Level play, High Level play that plays as simply as low level play, and High Level play that adds complexity but keeps numbers less lofty, all working together in a tweakable system. And that's cool. Though it won't be easy to design. But I do take issue with one of Monte's assumptions. This... ...just is not true. Having such large modifiers (such as +25) takes a huge amount of randomness out of the combat. The random part of the equation becomes a smaller and smaller percentage of the overall result. These high bonuses mean that even when attacking high level threats, automatic hits and massive amounts of dealt damage are happening with virtually every attack. That does change the tactics of the game significantly, and changes the feel of the game even more. You go from being able to enact a battle of atrition, to one of concentrated group fire on an individual target in order to take it down before it can act (thereby nullifying it's likely automatic hits for massive damage). Then moving on to the next one. High Level play and Low Level play are very different animals with very different objectively quantified [I]Feels[/I]. And that's only from the standpoint of the math. The complexity is another story entirely. One answer to that might be to have random bonuses (added dice) rather than static bonuses. But that's also something that significantly changes what we know of as core D&D. And many don't like that. Slower BAB/AC scaling could help with this also. But even that won't completely do the trick. That just makes High Level play feel like 10th to 15th level play for a longer amount of levels. It still doesn't emulate the grittiness of low level play very well. Like I said, there's a lot of work to do. But I do have faith they can do it. B-) [/QUOTE]
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