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DMG II Preview and Mearls old work
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<blockquote data-quote="Lizard" data-source="post: 4925961" data-attributes="member: 1054"><p>Well, it can be interpreted in many ways, and WOTC is confusing and contradictory about how things ought to be read.</p><p></p><p>One way to read it, the stupidest possible way (but one which is, sadly, supported by some Primary Texts), is that if a 10th level character walks into a bar, the bar has a 10th level chandelier.</p><p></p><p>The smart way, also supported by some primary texts, is that the DM ought to decide the "level" of the terrain feature, USUALLY based on the level of the adventurers <em>if they are encountering it as part of a level-appropriate adventure in a level-appropriate setting.</em> That is, if the 10th level adventurers stop in at a small village tavern en route to the dungeon, the tavern probably has level 1-3 "stuff" in it; if, in the Grand Temple of The Cult, the adventure they're supposed to be on, there's a chandelier, THAT one is a tenth level one, and it will still be 10th level if they go back there 10 levels later. </p><p></p><p>In short, the debate about all the various "scaling" issues in 4e boils down to:</p><p>a) Does the DM set the level of an item based on the level of the challenge he wishes the players to face?</p><p>b) Is the level of an item determined by the level of the PCs that interact with it?</p><p>c)Is the level of an item set by the DM based on an objective idea of the world, the items properties, and so on, without regard to the players?</p><p></p><p>In general, using "c" will lead to very "a-like" results, because it's generally not worth bothering statting out items very far above or below the players. A flimsy level one chandelier won't even annoy Orcus; a level 30 chandelier made of hell-forged iron and girded with mithral is so untouchable by 1st level PCs it might as well have an infinite AC. Thus, you can either think "What would a 10th level chandelier be made from?" and come up with a description, or you can think "Hmm, I described this candelier as being made of soft iron with poor craftsmanship, I guess it's level 7", and either way usually works. My personal preference is to work from "a", but to then be consistent and unchanging; once the idea of a "10th level chandelier" is established, any item of similar construction and form will be within a level or two of that, and the players can make a reasoned judgment, based on the description, what kind of item they're dealing with.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4925961, member: 1054"] Well, it can be interpreted in many ways, and WOTC is confusing and contradictory about how things ought to be read. One way to read it, the stupidest possible way (but one which is, sadly, supported by some Primary Texts), is that if a 10th level character walks into a bar, the bar has a 10th level chandelier. The smart way, also supported by some primary texts, is that the DM ought to decide the "level" of the terrain feature, USUALLY based on the level of the adventurers [I]if they are encountering it as part of a level-appropriate adventure in a level-appropriate setting.[/I] That is, if the 10th level adventurers stop in at a small village tavern en route to the dungeon, the tavern probably has level 1-3 "stuff" in it; if, in the Grand Temple of The Cult, the adventure they're supposed to be on, there's a chandelier, THAT one is a tenth level one, and it will still be 10th level if they go back there 10 levels later. In short, the debate about all the various "scaling" issues in 4e boils down to: a) Does the DM set the level of an item based on the level of the challenge he wishes the players to face? b) Is the level of an item determined by the level of the PCs that interact with it? c)Is the level of an item set by the DM based on an objective idea of the world, the items properties, and so on, without regard to the players? In general, using "c" will lead to very "a-like" results, because it's generally not worth bothering statting out items very far above or below the players. A flimsy level one chandelier won't even annoy Orcus; a level 30 chandelier made of hell-forged iron and girded with mithral is so untouchable by 1st level PCs it might as well have an infinite AC. Thus, you can either think "What would a 10th level chandelier be made from?" and come up with a description, or you can think "Hmm, I described this candelier as being made of soft iron with poor craftsmanship, I guess it's level 7", and either way usually works. My personal preference is to work from "a", but to then be consistent and unchanging; once the idea of a "10th level chandelier" is established, any item of similar construction and form will be within a level or two of that, and the players can make a reasoned judgment, based on the description, what kind of item they're dealing with. [/QUOTE]
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