JLXC said:Wow, just wow.First off, if the majority of you feel that your character can only be "brave" and "do daring things" if most of the danger of death is gone, your characters and your play style is simply cowardly and anti-heroic
Woah, there. There's a big difference between brave and stupid, though at first glance it might not appear that way.

Lets take the mining cart example from the article. There are 2 ways a party could approach this. 1. They could ride the mining cart down, battling monsters as the cart veers back and fourth, then leap heroically across the chasm to the other side. Or 2. They could walk the whole way down, coming across monster encounters, then have someone climb across the chasm with a rope or maybe use a spell to teleport or fly to the other side.
In 3e, I'd take the 2nd option because taking the mining cart would be suicide. You're guarenteed not to make one of the required rolls (anyone got Pilot: Mining Cart? Anyone actually take Jump?) and die because of it. But I'd much rather play number 1 and have a reasonable chance (like, above 60%, 80% prefereable) of making it. In the end, both ways, you get over the pit. But with option number 1, you do it with style.

Now, as for the 11th level solo monster. Ever since 1e, the idea for solo encounters has been to pit an NPC of significantly higher level than the PCs against the party in order for the fight to be even. In 1e, 6 levels higher was the standard. In 3e, it was 6-8 (I found 8 the best for a memorable BBEG fight).
11 (NPC CR) - 4 (avg. PC level) = 7, so it seems that appropriate encounter levels haven't changed too much, unless I've missed something in the previews.
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