evildmguy
Explorer
Okay! This is good!
Thanks for the reply everyone!
We have many things of this and I think we have more to go.
Skills - obviously a part of the game. Some do more with them than other but all do use them.
Feats - pretty much the same as skills. Some use them more than others and they help customize a character.
Here are some others:
Spells - mostly static that do specific things. Might scale certain effects with level but overall, what the spell does doesn't change with level. Effects can be modified by feats. Effects can also be modified by items.
Combat - Heroic. Characters generally don't have to worry about dying from one blow. Armor makes it tough to damage an opponent. Hit points, which are a relative measure of how much damage can be taken, are used to show damage to characters.
Equipment - Important part of DND. Equipment helps define the character. Some equipment requires abilities before they can be used. Only so many of each type of equipment can be worn. Not all pieces of equipment work with each other or stack.
Style - This is the tough one. Below 6th level (arbitrarily chosen) play has a different style. Here is where it is an exception to not die (or go below 0 hit points) in one blow, especially at 1st and 2nd levels. Also, in general, the game mechanics favor being cautious. Characters are not as diverse as they haven't had as many choices.
Between 6th and 13th level, style again changes. A few more chances are taken as character won't die easily. Skills used have a fair chance of failure. Characters are more diverse, depending on the choices they have made with skills and feats.
At higher than 13th level, style seems to change again. Skills rolls of 25+ are common. The modifier becomes more important than the die roll. Spells do exist that can kill a character on the roll of one die. Characters are potential extremely diverse, depending on the choices they have made.
Monsters - Have attribute scores. Can advance, either by character class or HD but have "average" specimens. Have skills and feats. Have special abilities. Lot easier to know what a monster can and can't do based on skills and feats.
Treasure - scales in proportion to encounter which scales to the level of the characters. The higher than encounter, the better the treasure.
Addendum to style:
Monsters and treasure both scale with the characters levels. To gain XP means to fight someone of near the same level or XP isn't much. Same for treasure. Treasure of a monster several levels below the character's levels is probably not worth it to them.
This does create the game mechanic situation where the DM *can* create (but probably wouldn't) a situation which is undefeatable to the characters. This can happen by accident. (For example, not noticing DR on a creature when the characters have no magic weapons.) by the rules, no player group should meet an encounter of more than 2 levels higher than the player group's average. (This is obviously a fuzzy area.)
Anything else anyone can think of?
edg
Thanks for the reply everyone!
We have many things of this and I think we have more to go.
Skills - obviously a part of the game. Some do more with them than other but all do use them.
Feats - pretty much the same as skills. Some use them more than others and they help customize a character.
Here are some others:
Spells - mostly static that do specific things. Might scale certain effects with level but overall, what the spell does doesn't change with level. Effects can be modified by feats. Effects can also be modified by items.
Combat - Heroic. Characters generally don't have to worry about dying from one blow. Armor makes it tough to damage an opponent. Hit points, which are a relative measure of how much damage can be taken, are used to show damage to characters.
Equipment - Important part of DND. Equipment helps define the character. Some equipment requires abilities before they can be used. Only so many of each type of equipment can be worn. Not all pieces of equipment work with each other or stack.
Style - This is the tough one. Below 6th level (arbitrarily chosen) play has a different style. Here is where it is an exception to not die (or go below 0 hit points) in one blow, especially at 1st and 2nd levels. Also, in general, the game mechanics favor being cautious. Characters are not as diverse as they haven't had as many choices.
Between 6th and 13th level, style again changes. A few more chances are taken as character won't die easily. Skills used have a fair chance of failure. Characters are more diverse, depending on the choices they have made with skills and feats.
At higher than 13th level, style seems to change again. Skills rolls of 25+ are common. The modifier becomes more important than the die roll. Spells do exist that can kill a character on the roll of one die. Characters are potential extremely diverse, depending on the choices they have made.
Monsters - Have attribute scores. Can advance, either by character class or HD but have "average" specimens. Have skills and feats. Have special abilities. Lot easier to know what a monster can and can't do based on skills and feats.
Treasure - scales in proportion to encounter which scales to the level of the characters. The higher than encounter, the better the treasure.
Addendum to style:
Monsters and treasure both scale with the characters levels. To gain XP means to fight someone of near the same level or XP isn't much. Same for treasure. Treasure of a monster several levels below the character's levels is probably not worth it to them.
This does create the game mechanic situation where the DM *can* create (but probably wouldn't) a situation which is undefeatable to the characters. This can happen by accident. (For example, not noticing DR on a creature when the characters have no magic weapons.) by the rules, no player group should meet an encounter of more than 2 levels higher than the player group's average. (This is obviously a fuzzy area.)
Anything else anyone can think of?
edg