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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2997681" data-attributes="member: 94"><p>I'm replying to you as well as someone else above who said, in essence, "the players move on to tougher dungeons."</p><p></p><p>There is certainly room for a variety of challenges as the PCs move up in levels. </p><p></p><p>The problem is that there is granularity at the low and mid levels that is lacking in the high levels. At high levels, you lose the granularity of the d20 roll; you lose the granularity of attack rolls, AC, and hit points; and so on. Instead, high level play is very often a boolean exercise: who goes first; who can hit the high ACs (at all), who doesn't roll a 1 on their saving throw. There are all sorts of challenges-- indeed, I think, the majority of them-- that are all-or-nothing affairs.</p><p></p><p>Part of that is due to the d20 system itself-- there's only so much variance on a d20, so when bonuses reach a certain point, it breaks. </p><p></p><p>And part of it is due to the magnitude of attacks and spells that become "save or die" affairs-- maybe not across the whole party, but from character to character.</p><p></p><p>The move from 3.0 to 3.5 addressed this problem by trying to restore some of the granularity to the all-or-nothing spells: disintegrate, harm, etc.</p><p></p><p>And granularity isn't restricted to just combat. Teleport 3.5 is more granular than teleport 3.0, because it has distance limitations; it's no longer necessarily a case of "Not there, there." </p><p></p><p>Divination/Commune can be made more granular by limiting the amount, scope, or usefulness of the answers; it shouldn't be a case of "You know nothing, and now you know <em>everything</em>."</p><p></p><p>(And I've noticed that some folks' solution to mortality/resurrection is to make death itself more granular.)</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2997681, member: 94"] I'm replying to you as well as someone else above who said, in essence, "the players move on to tougher dungeons." There is certainly room for a variety of challenges as the PCs move up in levels. The problem is that there is granularity at the low and mid levels that is lacking in the high levels. At high levels, you lose the granularity of the d20 roll; you lose the granularity of attack rolls, AC, and hit points; and so on. Instead, high level play is very often a boolean exercise: who goes first; who can hit the high ACs (at all), who doesn't roll a 1 on their saving throw. There are all sorts of challenges-- indeed, I think, the majority of them-- that are all-or-nothing affairs. Part of that is due to the d20 system itself-- there's only so much variance on a d20, so when bonuses reach a certain point, it breaks. And part of it is due to the magnitude of attacks and spells that become "save or die" affairs-- maybe not across the whole party, but from character to character. The move from 3.0 to 3.5 addressed this problem by trying to restore some of the granularity to the all-or-nothing spells: disintegrate, harm, etc. And granularity isn't restricted to just combat. Teleport 3.5 is more granular than teleport 3.0, because it has distance limitations; it's no longer necessarily a case of "Not there, there." Divination/Commune can be made more granular by limiting the amount, scope, or usefulness of the answers; it shouldn't be a case of "You know nothing, and now you know [i]everything[/i]." (And I've noticed that some folks' solution to mortality/resurrection is to make death itself more granular.) [/QUOTE]
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