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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5119471" data-attributes="member: 81104"><p>Well, to be fair to us "top downers", from my own game (and what I'm hearing in this thread) isn't that things scale with the PCs, but that PCs go on to tackle greater and more difficult things.</p><p></p><p>For example, in heroic, a difficult wall might be one with very tightly fit blocks. In paragon, its one where parts of the wall come off with every hand and foot hold. In epic, its made of glass-smooth obsidian lubricated by the distilled misery of millions.</p><p></p><p>So, if a party were to climb a given tightly fit city wall in the heroic tier, it would be a difficult climb. They come back in paragon, and its an easy climb. They come back in epic, and even the worst character has no need to test.</p><p></p><p>For me, such an approach prevents a whole lot of faffing about - okay, base 15, with the blocks are tightly fit, so that's a +5, but the rocks are kind of rough -2, and there are vines for another -2, so +1, for a total of 16.</p><p></p><p>Rather, I can simply decide "okay, its into the palace, so at this level its difficult, which is DC x, and a, b and c are the reasons I tell the player its a tough climb." Which for me lets me focus on the story rather than the math.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5119471, member: 81104"] Well, to be fair to us "top downers", from my own game (and what I'm hearing in this thread) isn't that things scale with the PCs, but that PCs go on to tackle greater and more difficult things. For example, in heroic, a difficult wall might be one with very tightly fit blocks. In paragon, its one where parts of the wall come off with every hand and foot hold. In epic, its made of glass-smooth obsidian lubricated by the distilled misery of millions. So, if a party were to climb a given tightly fit city wall in the heroic tier, it would be a difficult climb. They come back in paragon, and its an easy climb. They come back in epic, and even the worst character has no need to test. For me, such an approach prevents a whole lot of faffing about - okay, base 15, with the blocks are tightly fit, so that's a +5, but the rocks are kind of rough -2, and there are vines for another -2, so +1, for a total of 16. Rather, I can simply decide "okay, its into the palace, so at this level its difficult, which is DC x, and a, b and c are the reasons I tell the player its a tough climb." Which for me lets me focus on the story rather than the math. [/QUOTE]
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