Joshua Randall said:
Regarding 5th level spells, they were ported over from 1e/2e, so I don't think the fact that they are 5th level is anything other than a historical artifact. Unless you would like to argue that the design of OD&D considered 5th level spells the appropriate level at which to introduce game-changing effects. Which would be an interesting argument to make, and relatively easy to verify (with Col Playdoh).
Feel free. I think it's self evident. 5th level spells were available at 9th level-- "Name Level." That was very clearly the point of apotheosis for the PC heroes.
Just to reiterate, I didn't mean to imply before that 10th level was the sweet spot. 10th level is the cap. I wouldn't want post-apotheosis play to last very long, but I certainly wouldn't deny it to the players.
It depends upon the kind of game you want to design. If you want to design a game in which the PCs eventually become as powerful as demigods, then the PCs should be able to automatically succeed at tasks with normal-level DCs -- i.e. the PCs should eventually have so many plusses (from skill ranks, ability scores, and magic) that the d20 roll is rendered irrelevant.
No, the problem with D&D is that it is basically designed to satisfy the needs of probability and the needs of verisimilitude simultaneously--
up through the sweet spot.
It's just that at high levels, that mechanic is broken.
A 6th level character has 9 ranks, probably +3 from ability score, and we'll give him a random +4 from either circumstance bonuses, magic items, tools, enhancement spells/items to his ability score, and miscellaneous skill boosters.
Bottom line, I don't think it's unusual for a mid-level character to hit +15 with a "primary" skill check. It can slide back and forth a little bit based on other modifiers and as he levels through the sweet spot (5th-8th, in my opinion).
We have plenty of skills that are "pre-defined" as difficult in the DC25-30 range. Traps, locks, secret doors. Low-level characters can still hit these DCs by being lucky (or taking 20). High-level characters will hit them with more ease and/or regularity.
But the core game is pretty clearly pre-defined with a bias to the sweet spot.
Design Side Note[sblock]
It bugs me that I generally think of essential skills only in terms of the rogue. Does anybody really ever worry whether the cleric can hit DC25 Heal checks? The wizard and a DC25 Knowledge check? There need to be more "essential" skills for non-rogue classes. Either that, or ditch the whole system.
Rodrigo also mentioned that the current system forces characters to max the essential skills. I don't think you can change that.
Players will max skills, and giving them more skill points just means they'll max more skills. They won't spread them out.
So perhaps a better skill system would just give the PC a choice of skills that are always maxxed to his class level. Cut out the middleman.
I know-- choice is good. Even if it's just an option for a player to make a sub-par choice.
End of diversion.[/sblock]
If you want to design a game in which the PCs are consistently faced with skill challenges that they have roughly a 50% chance to overcome, then the DCs need to scale up to keep the d20 roll meaningful.
What I
don't want is a game that has to change the underlying mechanics in order to accomodate high-level play.
High-level D&D just doesn't scale realistically. Or satisfactorily.
Again, it depends upon what kind of game you're designing.
I'm not sure, but I think we were designing a game that preserves the sweet spot.[/snark]