jodyjohnson
Adventurer
When the fighters abilities and weapon abilities can overlap (not stack) then it's a choice rather than a no-brainer if they do stack.
By my calculations, fewer than 50% of NPCs should survive to advance to each higher level. If you assume 1% of the population is PC-classed, that means level-10 characters are 1-in-100,000 even at a 50% survival rate -- and in fact, it's likely to be less than that.DM_Blake said:This is a little off-topic (OK, a lot) but why so few high level characters.
When I first picked up 3.0 around the turn of the century, one of the first things I noticed was that level progression was a lot faster than it was in 2e. According to the DMG, an adventuring party should level after 13-14 encounters of the appropriate EL - and this holds true across all levels, so a level 1 group becomes level 2 after 13 encounters with orcs and a level 15 group becomes level 16 after 13 encounters with dragons.
Brother MacLaren said:PCs have probably a 95%+ survival rate to each higher level because of the following reasons:
1) They almost always face foes against whom they have the advantage -- the CR system ensures this. FOUR level-1 PCs against ONE level-1 NPC (CR 1) is the norm. NPCs could not reasonably expect this.
2) DMs are very generous with experience
3) DMs are generally at least somewhat merciful (there may be luck points that NPCs don't have, or 1st-level fighter enemies NOT concentrating Rapid Shot attacks on the wizard, etc.)
Where I *think* you might be wrong on that is that a standard "encounter" is still going to be something against which the PCs have the advantage.ZombieRoboNinja said:1) Not in 4e! Per-encounter abilities mean that a standard "encounter" is closer to equal, because saving up resources across multiple encounters isn't nearly as important. (And if you look at the playtests, they all seem like pretty tough encounters, even at level 1.)
DM_Blake said:So, with all these posts, I keep seeing that for most people, the +x is irritating, the fact that they are required is much more irritating, and the items being too common and even being purchased is the most irritating.
So, the proper way to fix the problem is to fix it from the biggest problem to smallest problem.
Fixing the biggest problem is the easiest. Don't let players buy items. Don't put them in every hoard ("Oh, goody, another +1 sword. 3rd one this week..."). now they are rare enough that players will hang onto what they find.
DM_Blake said:So, with all these posts, I keep seeing that for most people, the +x is irritating, the fact that they are required is much more irritating, and the items being too common and even being purchased is the most irritating.
So, the proper way to fix the problem is to fix it from the biggest problem to smallest problem.
RangerWickett said:Honestly, my biggest problem is the assumption that people of X level have Y amount of magic items. Especially bad guys. A 10th level NPC is not a proper threat to a 10th level party unless he has the right gear (and honestly, even then he's not as tough as most CR 10 monsters).
So if I want to have the party fight a big bad evil guy, they're going to get to loot him. And then a few levels later they'll loot the next big bad evil guy, as well as high medium bad evil henchman. And then a few levels later they'll loot the NEXT big bad evil, his medium bad evil henchman, and the little bad evil mooks, all of whom are expected to have magic items.
This leads to too much magic loot. I can easily not give the villains this gear, but then that messes with the math of the game, so there might as well not even be a level system.
Umbran said:I have a moderate dislike for +X items simply because they are... boring. Undramatic. Uncinematic. The have no style, in and of themselves.
RangerWickett said:It's fine that magic items are for sale. I just don't like the idea of this weird sort of 'adventuring gear industry,' where thousands of mages labor in sweatshops churning out +1 swords.