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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="jmucchiello" data-source="post: 2996742" data-attributes="member: 813"><p>You see, I disagree with this premise. The <strong>means</strong> of conflict resolution is not affected at high levels. The <strong>type</strong> of conflicts is what changes. You don't send James Bond into an accounting firm to find irregularities in tax calculations. You don't read about King Arthur and the Quest to Darn his Wholy Socks.</p><p></p><p>The default assumption of the game is that the PCs go from nobodies to univrese-movers-and-shakers. Once you hit 10th level you no longer guard the caravan against bandits. Your story requires wider scope, grander scale. The game system demonstrates this by making fixed DC actions automatic. What you call a flaw I call a design feature. At some point the locked door becomes irrelevant. The players get to see their character attain a little bit of badass. The 1 HD orc is no longer fearsome.</p><p></p><p>I wasn't being argumentative about higher level spells. If you really want to make skills relevant at even higher levels, you have to deal next with 6th level spells. And so on. I don't see it working short of eliminating the higher level spells. I didn't realize this was threadjacking. I thought you really wanted to change the game without changing magic and preserving your nebulous sweetspot. But if all you are going to do is nerf high level spells, you aren't fixing the design. </p><p></p><p>The design is fine. It allows for automatic success. Automatic success is in the rules. In fact, the RAW has rules to avoid needless skill checks. The rogue can take 10 to open locks. The designers of the game put this into the game to avoid needless skill checks and get on with the meat of the game. At high levels, you no longer have open locks meat unless you import the good stuff. No, high level games move into a differ palette of flavors. (Okay, the food analogy is making me sick. I'll stop.)</p><p></p><p>Oh, and the world does not change to accomodate the growing power of the party. No, the party just can go into those parts of the campaign tha use to be marked "here there be dragons". If the 1st level party wanders into the lich's lair, they die. The lair is always there with its DC40 locks and DC40 fiendish traps. The difference is, the 10th+ level party might be ready to deal with it. The traps didn't get harder. Harder traps just became more likely to be encountered. How does this break versimilitude?</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 2996742, member: 813"] You see, I disagree with this premise. The [b]means[/b] of conflict resolution is not affected at high levels. The [b]type[/b] of conflicts is what changes. You don't send James Bond into an accounting firm to find irregularities in tax calculations. You don't read about King Arthur and the Quest to Darn his Wholy Socks. The default assumption of the game is that the PCs go from nobodies to univrese-movers-and-shakers. Once you hit 10th level you no longer guard the caravan against bandits. Your story requires wider scope, grander scale. The game system demonstrates this by making fixed DC actions automatic. What you call a flaw I call a design feature. At some point the locked door becomes irrelevant. The players get to see their character attain a little bit of badass. The 1 HD orc is no longer fearsome. I wasn't being argumentative about higher level spells. If you really want to make skills relevant at even higher levels, you have to deal next with 6th level spells. And so on. I don't see it working short of eliminating the higher level spells. I didn't realize this was threadjacking. I thought you really wanted to change the game without changing magic and preserving your nebulous sweetspot. But if all you are going to do is nerf high level spells, you aren't fixing the design. The design is fine. It allows for automatic success. Automatic success is in the rules. In fact, the RAW has rules to avoid needless skill checks. The rogue can take 10 to open locks. The designers of the game put this into the game to avoid needless skill checks and get on with the meat of the game. At high levels, you no longer have open locks meat unless you import the good stuff. No, high level games move into a differ palette of flavors. (Okay, the food analogy is making me sick. I'll stop.) Oh, and the world does not change to accomodate the growing power of the party. No, the party just can go into those parts of the campaign tha use to be marked "here there be dragons". If the 1st level party wanders into the lich's lair, they die. The lair is always there with its DC40 locks and DC40 fiendish traps. The difference is, the 10th+ level party might be ready to deal with it. The traps didn't get harder. Harder traps just became more likely to be encountered. How does this break versimilitude? [/QUOTE]
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