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Does 4e limit the scope of campaigns?
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<blockquote data-quote="GnomeWorks" data-source="post: 4673341" data-attributes="member: 162"><p>I don't see that noted. I'll be honest, when I first saw that table, I assumed that you intended for it to be read to say, "The DC for the same lock is different for people of different levels."</p><p></p><p>Based on the rest of your post, that is not what was intended, and fair enough; but that is how I honestly read it.</p><p></p><p></p><p></p><p>I don't like the assumption that the PCs are always going to be up against something vaguely their level.</p><p></p><p>I like the idea of high-level PCs having to deal with things that are significantly lower-level than they are, because that sort of thing happens sometimes - and so does the converse.</p><p></p><p>The problem is that, by assuming the PCs are always going up against something appropriate, you have made the game feel as though it is all about the PCs, and just about the PCs. And from the game perspective, that's all well and good - but for someone like me, who isn't interested in just that perspective, I find it irksome. The PCs aren't the center of the universe, and assumptions like this make it feel like they are.</p><p></p><p></p><p></p><p>This is not level-based, this is world-based. Give me world-based DCs, and I will determine what I should throw at my PCs based upon their level.</p><p></p><p>The end result is most likely the same, sure, whether we use your method or mine. But I value processes as much as I do results.</p><p></p><p></p><p></p><p>...with volcanoes erupting in the background, no doubt. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>It really does come down to a matter of <em>why</em> the DCs are different. You are trying to tell me that it's due to the PCs being higher-level, and that that means that the DCs should reflect that and be more difficult. And I would agree, because otherwise the game would be a cakewalk, and that wouldn't be fun.</p><p></p><p>The problem is the reason. I want tables with varying DCs based upon the world; I like the 3.5 open locks table, which describes the difficulty based on the kind of lock (admittedly not very well, but it's the principle behind the lackluster execution). The 4e open locks table is based on level, which just rubs me the wrong way.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4673341, member: 162"] I don't see that noted. I'll be honest, when I first saw that table, I assumed that you intended for it to be read to say, "The DC for the same lock is different for people of different levels." Based on the rest of your post, that is not what was intended, and fair enough; but that is how I honestly read it. I don't like the assumption that the PCs are always going to be up against something vaguely their level. I like the idea of high-level PCs having to deal with things that are significantly lower-level than they are, because that sort of thing happens sometimes - and so does the converse. The problem is that, by assuming the PCs are always going up against something appropriate, you have made the game feel as though it is all about the PCs, and just about the PCs. And from the game perspective, that's all well and good - but for someone like me, who isn't interested in just that perspective, I find it irksome. The PCs aren't the center of the universe, and assumptions like this make it feel like they are. This is not level-based, this is world-based. Give me world-based DCs, and I will determine what I should throw at my PCs based upon their level. The end result is most likely the same, sure, whether we use your method or mine. But I value processes as much as I do results. ...with volcanoes erupting in the background, no doubt. :p It really does come down to a matter of [i]why[/i] the DCs are different. You are trying to tell me that it's due to the PCs being higher-level, and that that means that the DCs should reflect that and be more difficult. And I would agree, because otherwise the game would be a cakewalk, and that wouldn't be fun. The problem is the reason. I want tables with varying DCs based upon the world; I like the 3.5 open locks table, which describes the difficulty based on the kind of lock (admittedly not very well, but it's the principle behind the lackluster execution). The 4e open locks table is based on level, which just rubs me the wrong way. [/QUOTE]
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