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Failing saves is...ok?
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<blockquote data-quote="Barolo" data-source="post: 7202349" data-attributes="member: 61932"><p>This. Getting better at resisting stuff just by rolling dice is not really interesting, but being able to protect yourself by being smart, doing recon on the enemy and actively raising defenses against their capabilities is. Lower level adventurers rely a little bit more on luck (as PCs have way less resources and stuff), while experienced high level, world-changing heroes have proved their wits and guile, and should be trying to leverage any situation in their favor. The change of pacing in the game is also quite nice, keeping low, mid and high level play distinct, which for me makes the whole level-advancing more interesting.</p><p></p><p>On a side note, one thing I don't miss about earlier editions was that a wizard (or any monster with special abilities) actually got worse at landing their goodies as the game progressed. Thinking from my players' PoV, it seems more exciting to them that the robed guy nice toys work better as the game progresses. It also seems more exciting to them that the battle master can guarantee his moves. And then, they expect the monsters they face to keep awesome too, as winning against whiners ain't fun. All cases rely on selecting the right tool for the job, though. No fireballing the nest of assassins, that's what cone of cold is for....</p></blockquote><p></p>
[QUOTE="Barolo, post: 7202349, member: 61932"] This. Getting better at resisting stuff just by rolling dice is not really interesting, but being able to protect yourself by being smart, doing recon on the enemy and actively raising defenses against their capabilities is. Lower level adventurers rely a little bit more on luck (as PCs have way less resources and stuff), while experienced high level, world-changing heroes have proved their wits and guile, and should be trying to leverage any situation in their favor. The change of pacing in the game is also quite nice, keeping low, mid and high level play distinct, which for me makes the whole level-advancing more interesting. On a side note, one thing I don't miss about earlier editions was that a wizard (or any monster with special abilities) actually got worse at landing their goodies as the game progressed. Thinking from my players' PoV, it seems more exciting to them that the robed guy nice toys work better as the game progresses. It also seems more exciting to them that the battle master can guarantee his moves. And then, they expect the monsters they face to keep awesome too, as winning against whiners ain't fun. All cases rely on selecting the right tool for the job, though. No fireballing the nest of assassins, that's what cone of cold is for.... [/QUOTE]
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