Falling from Great Heights

Well, that depends on how dangerous each strike is. Also, it depends on how resistant it is to damage. Additionally, it depends on whether the attacks are made separately, or as a group as part of the abstraction. That is, it could say "Hydra bite +8, 1d10+4(+1/extra head)" or the like. There are different balancing factors that can be brought in.
But if the Hydra says bite +8, and then the player can survive those 12 attacks becouse his AC (or hp) is high enough, then he would survive 12 soldiers with +8 attack too. You want him to (be able to) die when 12 bolts are shot against him. That make 12 manticore spikes equally dangerous. If the system allow him to survive 12 manticore spikes with +8 attack, he will survive 12 crossbow bolts with +8 attack, and will laugh 12 crossbow bolts with +3 attack (which is what a low level militia will have)

I'm really not sure why you keep trying to explain the difference between how high level characters and low level characters work in D&D currently. I know that. I've run those games. I know what you're telling me, as I've said before. I just want the option to change that dynamic, if I feel like running that sort of game, while getting the character growth that 20-30 levels can give.
What I'm trying to explain, is that the very assumption of *LEVEL* works like that. If you want a game where the players can be developed for several sessions of gaming, while still being in the same range, you should go with a leveless game system. In runequest you grow and develope your character, but your HP remain stable. In a system with levels, it works different. The very base assumption of leveling is going from fighting (and being able to survive to) goblins to fighting (and being able to survive to) Balors and ancient wyrms. If your game goes with the assumption that characters grow in power to the point they became the equivalent of dragons, then they are no longer threatened by peasants, because dragons aren't.

Could a fantasy leveless system be conceived? Yes. But, as far as Mike Mearls have said, it would not be D&D. Mearls has stated that levels is one of those things that make D&D to be D&D (and I agree with him). "leveling up" is the basic premise of D&D. Growing in power until you are able to take down Dragons, is the very base foundation of the game. If you are able to take down Dragons, you will take down 12 peasants.

Like I've tried to express, I know how it works currently. I appreciate you trying to help (I think?), but you're missing my point, I believe. I like how D&D works currently. I do. I just like the gritty style of game more, and would probably play that more often (but not all the time). To that end, I'm asking for D&D to support that gritty feel it's done before (at lower levels), just extended to all levels. It can do it, and I'd like it if it had the option. As always, play what you like :)

What you are asking for, is the removal of the effect of levels. I suggest E6.
 

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But if the Hydra says bite +8, and then the player can survive those 12 attacks becouse his AC (or hp) is high enough, then he would survive 12 soldiers with +8 attack too. You want him to (be able to) die when 12 bolts are shot against him. That make 12 manticore spikes equally dangerous. If the system allow him to survive 12 manticore spikes with +8 attack, he will survive 12 crossbow bolts with +8 attack, and will laugh 12 crossbow bolts with +3 attack (which is what a low level militia will have)

What I'm trying to explain, is that the very assumption of *LEVEL* works like that. If you want a game where the players can be developed for several sessions of gaming, while still being in the same range, you should go with a leveless game system. In runequest you grow and develope your character, but your HP remain stable. In a system with levels, it works different. The very base assumption of leveling is going from fighting (and being able to survive to) goblins to fighting (and being able to survive to) Balors and ancient wyrms. If your game goes with the assumption that characters grow in power to the point they became the equivalent of dragons, then they are no longer threatened by peasants, because dragons aren't.

Could a fantasy leveless system be conceived? Yes. But, as far as Mike Mearls have said, it would not be D&D. Mearls has stated that levels is one of those things that make D&D to be D&D (and I agree with him). "leveling up" is the basic premise of D&D. Growing in power until you are able to take down Dragons, is the very base foundation of the game. If you are able to take down Dragons, you will take down 12 peasants.



What you are asking for, is the removal of the effect of levels. I suggest E6.

SO true. IMHO levels and the general concept of a power curve from near-mundane to almost-godlike IS the essence of D&D. It has been copied to various degrees in other games, but this is the core thing that has always made D&D so popular and interesting. I can see some people playing E6 or playing 'start at paragon' games (for the opposite effect), but if you want a system that is designed to run PCs that are always going to be threatened by the town watch RQ, GURPS, etc all potentially offer better alternatives. If you want to play nothing but minor godlings there are games for that too. D&D really has never been that, and a level based system is not a really good way to do it.
 

JamesonCourage said:
JamesonCourage
Well, that depends on how dangerous each strike is. Also, it depends on how resistant it is to damage. Additionally, it depends on whether the attacks are made separately, or as a group as part of the abstraction. That is, it could say "Hydra bite +8, 1d10+4(+1/extra head)" or the like. There are different balancing factors that can be brought in.
But if the Hydra says bite +8, and then the player can survive those 12 attacks becouse his AC (or hp) is high enough, then he would survive 12 soldiers with +8 attack too.
That's not what I proposed. The hydra would make only one attack at +8, and deal more damage (based on the number of heads left). The crossbowmen would make each attack separately, though would likely deal less damage (1d6+3 compared to 1d10+4[+1/extra head]).

What I'm trying to explain, is that the very assumption of *LEVEL* works like that.
Respectfully, no, it doesn't. I play a level-based game (1-20). I play a game where twelve level 3 crossbowmen are dangerous to most level 15 characters. I play a game where you advance and grow after every session, not after every level (usually 4-5 sessions, for my group).

If your game goes with the assumption that characters grow in power to the point they became the equivalent of dragons, then they are no longer threatened by peasants, because dragons aren't.
This isn't necessarily logically true. I've explained my view on this to you already (damage reduction on the dragon, for example).

Could a fantasy leveless system be conceived? Yes. But, as far as Mike Mearls have said, it would not be D&D.
That's not what I'm asking D&D to be in its base or assumed form, so no problems there.

Growing in power until you are able to take down Dragons, is the very base foundation of the game. If you are able to take down Dragons, you will take down 12 peasants.
Awesome for base D&D. Cool for some of my games. Awesome for all of your games. But why would this completely optional change my group could use be so objectionable to you? I don't want it as core. I want it to be optional. You don't think the game "should" be that way, and that's cool. It won't be for your group. For people that do houserule falling damage and falling into lava and have conceptual problems with groups of crossbowmen being blown off because of the influence of certain modern fantasy, we get a module that we'll enjoy. Win/win.

What you are asking for, is the removal of the effect of levels. I suggest E6.
No, I'm not. Please, don't put words in my mouth. I'm very clearly telling you what I want. I know, because the system I play right now gives me this style of game. It has levels (1-20). It has dragons. It has crossbowmen. Both are usually dangerous at later levels. While I like the feel of E6, it is by no means what I'm asking for. Trust me. As always, play what you like :)

Edit: [MENTION=27160]Balesir[/MENTION], In your experience comment, you said "Alas, it seems that logic will not assuage a romantic heart." Out of curiosity, what am I logically missing? I'm curious, because I find you to be a very logical poster, and since I don't feel like I'm missing something, I'd like clarification. Thank you for the "romantic heart" comment, though. I do find it quite a compliment. Sincerely. As always, play what you like :)
 
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Why not? With proper planning and preparation and an understanding of what they're facing, why can't a 'realistic' group of heros take down a dragon (i.e. Reign of Fire)? Even ordinary real 'mooks' took out tanks with bottles of alcohol and gas, because they found the weak points to exploit.

Originally Posted by triqui
Becouse, otherwise, that implies that 12 guys with crossobows can kill a dragon.
Again, no it doesn't. Classic story dragons are normally impervious to mundane weapons. A group of PCs, even in magical armour, usually aren't.
Water puts out fire. Sponges absorb water. Therefore sponges totally defeat fire?

Again, that works for a strict small niche of creatures (those with damage reduction). A fire giant does not have DR. A flight of Manticores do not have DR.

If 12 crossbow bolts shot by peasants are so deadly as to have decent chances to kill a level 12 player and burn a level 12 fighter hp, then they have the same chances to get through a CR12 monster and burn his HP. If such thing happens, then 12 militia with crossbows can kill a Fire Giant, a Manticore, or whatever other mid-to high level monster that is not impervious to normal damage. If 12 have a chance, 24 will cut through them easily, and 50 will be unable to fail.

In such game system, the need of Heroes is lessened. Regular militia with crossbows can take down most threats (all of them, except those inmune to regular weapons)
I personally don't buy into Strider being 5th or 6th level, and place the skilled members of the Fellowship in the Paragon tier. But that's my own interpretation, and is entirely subjective to the level and style of play.
In terms of D&D? It's 5th level, and no more. A Troll, which is a credible CR4-5, is a tough enemy for him. He can't probably defeat it alone, he needed the help of his party. If he would face a Giant (roughly a CR 10 enemy), he wouldn't have a chance to survive. Any dragon (who are roughly CR 13-15), even the lowliest ones, will just make him flee. They see a kraken (CR18), and they flee. They see wraiths, and they flee. They face, mostly, orcs (who are a low level CR, and so they kill them by droves), gobllins (in Moria), a few wargs (which are about CR5, and give him a run for his money). The toughest thing he kill is probably a wight (CR4-5)

There is also the issue that the LotR world doesn't really match the D&D game stats. Some parallels can be drawn, certainly: orks being orcs or goblins, the Balrog being a Balor. But then trolls in LotR are not the trolls of D&D. The world is very low magic. In 4E, a Balor is a level 27 Elite, meaning even a level 27 epic PC would have issues defeating one on their own. By strict plugging in of D&D equivalents, that makes Gandalf at least level 27, if not higher, and he comes back even stronger than before.
Gandalf IS level 27. He is a maiar, almost a god. Ganfalf is not one of the game PC. He is a DM tool. The closest equivalence in D&D, is Dragonlance party, and Fizban. He goes with the party, but he is not a PC. He is a god in disguise, and is there to help the players.

And yes, I totally do think that if Glorfindel took 3+ arrows to the chest from being caught unawares/flat-footed, he would at least certainly be hurting, if not outright dying, just like Boromir.
The point is, 12 mooks targeting him did not get him sleeping. He can move, and act. He would dodge all the arrows, turn them into lesser hits, block with his armor and combat experience and so on (that's what hp are for). See Brad Pitt's Achilles in Troy when attacking Apollo's temple. He just dodges and parries all the arrows and spears thrown at him. He is, in all intents and purpose, untouchable (he even dodges Hector's javelin effortless). Glorfindel will be like that, or better. There's no chance 12 (or 50, for that matter) orcs with bows can kill him. At all. (And let's not start with Fëonor. I doubt any number of normal arrows can kill him. And yes, I mean taking him flat-footed. That guy fought platoons of Balrogs.

You're exaggerating what's being said. No one is saying that a group of PCs should die to a group of 12 bowmen. We're saying if 12 mundane spikes tossed from the tail of a manticore is a credible threat, why aren't 12 mundane crossbow bolts fired from trained marksmen? Currently it's because players can meta-game, and know that the rules have written that the Level 10 manticore has a decent chance to hit, while the level 3 guards don't.
But if they are threatened by 12 militia, then they are highly threatened by 18 militia, and will probably die to 25 militia. 25 goblins are NOT, and should not, be a threat comparable to a pair of manticores. Local militia can, and should, be able to kill a bunch of goblins, with proper numbers. They should run terrorized from a pair of manticores, because those are the realm of heroes. And the reason 12 mundanes spkies tossed are a threat, but 12 mundane bolts aren't, is *level*. D&D functions as a level-based game (and I hope it keeps doing so). The 12 spikes are +15 to hit, the 12 goblins arrows are +3 to hit. I can see a game with a flattened math. That's nice, I'll buy that. But that game will still have things to keep those 12 goblins being goblins, and that manticore being a manticore. That's the full purpose of level. To make the PC a group of heroes. People capable of doing uncanny feats. They can face and match manticores, chimaeras, giants, dragons, demons. Things that ordinary man run in terror from. To be able to fight a Balor, and survive, you need to be *tough* as a Balor. Someone who is tough as a Balor, can't be really threatened by a bunch of goblins with pointy sticks. Or city guards with proficiency in simple weapons and 35 gp crossbows.
 
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@triqui Can't XP you now.

I think this whole Crossbowmen vs Dragon Vs Heroes question is answered by 2 simple questions.

How many HP does a character gain per level?

How much does a character's damage increase per level?



Because if HP is about 4-7 times a character's level and level 1 damage averages 4-7 damage (a la 3E), it'll take a number of hits equal to a character's level just to kill them. That is not counting the crossbowmen's misses and crossbowmen that are killed before they get their actions.

Pre-3E is close to level=hits to kill until about level 10 where it takes 2-3 levels for a new hit.

4E number are even more wonky depending if you use much lower level standards or equal level minions. At level 15, a standard could take 4-5 at-wills or 2-3 other attacks but a 10 level gap means that only hit of a nat 20. A minion dies in one hit and take ~-12-15 hit to kill with ~50% accuracy.

Now in every edition, enough level crossbowmen could scare a double digit hero. Some are higher number than others.

Now there is the other issue. Sense of power. In order to keep the required Guard number down, numbers must stay down. The new issues is keeping the numbers down while making leveling up exciting. 1 HP a level is snooze-worthy.
 

In 4e a good chunk of level 21+ PCs are overtly demigods.

Earlier editions of D&D (2nd ed AD&D, I think, and maybe also Moldvay Basic(?)) explicitly flagged Hercules as an example of a fighter.


There is at least one edition of D&D that can handle this, and make these things matter, namely, 4e, with its scaling damage, scaling DCs and minion rules (for scaling up mooks).

Unfortunately it seems that it is soon to go out of print!

Sorry I couldn't XP this awesome post.

That is epic level and I don't tend to run epic level unless I want that kind of game.

I well aware that Hercules was an example of a fighter.

Again there is nothing wrong with this style of play and there are times when I am fine because it fits by campaign.

What I and others are hoping for are optional rules that allow us to plug in a more gritty style without having to resort to a different game or having to house rule the game to death.

I am having trouble understanding why this concept really seems to be bothering people. No one is saying that the entire game should change to handle this. We agree that this is how DnD has been designed for years.

We are not asking for scared cows to be killed we are asking for a modular system with dials to allow a more varied way to play the game.

And from what I am reading this is an idea that the designers themselves are toying with.

You want your 15 level fighter to jump off mountains and swim in lava and live then the rules should have a way to do that.

I want my 15 level fighter to have a slim chance of survival if he jumps off a mountain or goes swimming in lava then there should e rules to do that too.

If they really want a more inclusive game then this is one ay to do it.
 

Elf Witch said:
You want your 15 level fighter to jump off mountains and swim in lava and live then the rules should have a way to do that.

I want my 15 level fighter to have a slim chance of survival if he jumps off a mountain or goes swimming in lava then there should e rules to do that too.

But, there's the rub EW. The two sides are not compatible. If we're talking about two identical characters (both 15th level - exact same stats etc) then how can you make the same threat more challenging?

Well, actually, since you use these two examples, that's fairly easy. Adjusting falling damage likely isn't going to have any knock on effects, so, go to town. Same with falling in lava. It's enough of a corner case that you don't really even need a whole module, just a sidebar :D. Something along the lines of Optional Rule: Grittier falling damage - Fort Save DC 10+1/10 feet fallen - failed save=all damage is tripled. Something like that anyway.

But, the other issue here, with the idea of the archers vs monsters, that's a LOT trickier. That gets into all sorts of knock on effects. If the playing field is so flat that 12 archers=1 Dragon/giant/whatever, that has enormous effects on campaign design. It doesn't make much sense that a large settlement would be realistically threatened by giants (for example) if giants are that weak.

There's all sorts of other issues bundled up here as well. If 12 NPC archers can challenge my 15th level character, why can't my 3rd level party mug a 15th level NPC and steal his stuff? So on and so forth.
 

But, there's the rub EW. The two sides are not compatible. If we're talking about two identical characters (both 15th level - exact same stats etc) then how can you make the same threat more challenging?

Well, actually, since you use these two examples, that's fairly easy. Adjusting falling damage likely isn't going to have any knock on effects, so, go to town. Same with falling in lava. It's enough of a corner case that you don't really even need a whole module, just a sidebar :D. Something along the lines of Optional Rule: Grittier falling damage - Fort Save DC 10+1/10 feet fallen - failed save=all damage is tripled. Something like that anyway.

But, the other issue here, with the idea of the archers vs monsters, that's a LOT trickier. That gets into all sorts of knock on effects. If the playing field is so flat that 12 archers=1 Dragon/giant/whatever, that has enormous effects on campaign design. It doesn't make much sense that a large settlement would be realistically threatened by giants (for example) if giants are that weak.

There's all sorts of other issues bundled up here as well. If 12 NPC archers can challenge my 15th level character, why can't my 3rd level party mug a 15th level NPC and steal his stuff? So on and so forth.

I think Jameson already answered quite well the the idea of the archers and the dragon.


I am not saying that a small town volunteer militia should be a match for high level PCs or for a giant.

For the last time I have an issue when a well trained city guard who have the drop on the PCs, who do not have magical things going on, have them out numbered and are armed with bows. And the PCs just laugh it off because they know from metagaming that they can't be hurt.

It is why I scale up my well trained city guards so that they are a reasonable threat. My players know this and accept it.

At this point I think we are just starting to go around and around here.

We will just have to agree to disagree.
 

Hmm...ok, but, aside the fact that in your game you should scale up the CR of flying creatures, I was thinking about the country bandits with crossbows.


Let me quote myself: why do you call it "metagaming"?

If Mike Tyson thinks that he can easily defeat a dozen of 4 years old kids in a boxe fight, is he applying "metagame rules", or does he simply know what he can achieve?

Because the situation is ridiculous? We're trying to discuss credible threats. He doesn't need to metagame, in-world knowledge tells him that 4 year olds aren't trained in fighting in any way, they have little strength and conditioning, have no tactics or strategy, and aren't even wielding threatening weapons. How can they be considered a threat?


The Snatch feat in 3.5 states:
A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.

This means that a frigging colossal dragon could hold a high level monk, with no armor whatsover, in his/her mouth, and breath acid/fire/youchoosewhat right on his face, with no saving throw allowed, and most high level PC would survive this attack.

Now, in this link I read that the maximum potential bite force of T. rex is between about 183,000 and 235,000 N for a bilateral bite (!), which is less than an ancient colossal wyrm, since the Trex bite is listed a 3d6, while the latter is listed as 4d8.

Personally, I find this snatch/bite ability to be, on a believability scale, to be very lacking. Seriously. If nothing else, the snatched monk should be helpless and take crit damage from the ongoing bite and the breath weapon. He'll probably still live, because I find a lot of damage ratings on certain attacks to be out of whack with how they really should be, and are scaled so that everything is at the proper level of challenge. How does this get justified? Well, the same way we have the person who survives a fall from an airplane, or lives through an inferno. Luck, chance, fate, what-have-you. Really, once trapped in the bite, he really should be crunched in a round or two. But this isn't fun in a game sense, and so concessions are made to give characters a chance.

But our high level PC could reasonably face the bite/grapple damage of the colossal dragon (of course including his Str modifier to damage), looking at the damage sustained after being bitten several times, no matter being held in his mouth.

Now, this high level PC should also have suffered several crossbow bolts / bow arrows hit in his career, even direct hits while he was helpless, and would know what damage he could reasonably expect from them, and he could compare them to the cited dragon.

Now, I really can't see why his experience with the dragon and the bolts/arrows should be seen as metagaming.

Because playing with experiences from the past isn't metagaming.

And sure, PCs should have a very good knowledge of how bows and crossbows work, heck, someone in their party likely uses one. And they've seen their pal shoot some poor mook through the neck, killing him instantly.

At low levels, this really should be a "holy f*&^" moment. The realization that one arrow can kill. And the characters see this_all_ the time. It should be all but ingrained in their heads that arrows = danger. Sure, they survived encounter after encounter, taking arrows to the arms (or dare I say knee?), and lived. But the character should never feel that an arrow is never dangerous to them (unless of course it really wouldn't, like having damage resistance or high level magical protection). They've spent months, even years, seeing the plain evidence that arrows fired by trained marksmen are indeed dangerous (notice also we're talking trained guardsmen here, not as some are suggesting peasants with no training, or 4 year old children, but credible threats).

So when the PCs come up to that town with a dozen bowman on the walls with nocked arrows, shouldn't the characters (not players, the characters) at least give pause to the potential threat?

Again, that works for a strict small niche of creatures (those with damage reduction). A fire giant does not have DR. A flight of Manticores do not have DR.

No, but giants are huge. I totally buy into them having a ton of HP to absorb damage. A giant twice as big as a human has 8 times the mass. Eventually, yeah, even a giant could be brought down by a troop of militia, but likely the giant will have rampaged through them and sent them scattering before them. Hence the heroes arriving on the scene, and through their dogged determination, beat back the giant and save the day.

As for manticores, sure, a bunch of them attacking a town should win. They're injuring and killing multiple guards a turn, probably routing them in short order, though likely losing a couple of their own. But individually, no, I don't think they should be immune to guards. There's nothing overly special about them (beyond flying and the spikes). Should the town guard be overrun by a pride of lions, say?

If 12 crossbow bolts shot by peasants are so deadly as to have decent chances to kill a level 12 player and burn a level 12 fighter hp, then they have the same chances to get through a CR12 monster and burn his HP. If such thing happens, then 12 militia with crossbows can kill a Fire Giant, a Manticore, or whatever other mid-to high level monster that is not impervious to normal damage. If 12 have a chance, 24 will cut through them easily, and 50 will be unable to fail.

Really? You find it unbelievable that 50 trained men could kill a giant, or even a flying man-headed lion? If this isn't the case, how the heck are there even towns and cities with the humungous number of monstrous threats in the world?

Again, I'm not suggesting that 12 guardsmen should be the ultimate hero killers. When and if the gauntlet drops, I fully expect the PCs to win the day. I'd just prefer it to not be from the thinking that beause they have so much HP, that there isn't a threat.


In terms of D&D? It's 5th level, and no more. A Troll, which is a credible CR4-5, is a tough enemy for him. He can't probably defeat it alone, he needed the help of his party. If he would face a Giant (roughly a CR 10 enemy), he wouldn't have a chance to survive. Any dragon (who are roughly CR 13-15), even the lowliest ones, will just make him flee. They see a kraken (CR18), and they flee. They see wraiths, and they flee. They face, mostly, orcs (who are a low level CR, and so they kill them by droves), gobllins (in Moria), a few wargs (which are about CR5, and give him a run for his money). The toughest thing he kill is probably a wight (CR4-5)

Again, really, this could be argued back and forth, as it depends on the rules being used, and the preferences of the gaming group. I passed on 3E, it just wasn't my cup of tea at the time, and couldn't get the enthusiasm to try when 3.5 was developed. I eventually played in some 4E Encounters, which turned out to be fun enough to continue playing in actual games. I could just as easily say that the troll faced in Moria was a Fell Troll (level 20 elite) over a regular troll (level 9). The only dragons left in the world seem to be ancient wyrms, so they're epic enemies. The Kraken? They fought enough to free the hobbits, and sure, they ran. It was a humungous threat to them, and it's not like they had to fight it to continue on their quest. And, in the movie at least, it was the dragging over the cliff that took Aragorn out of the warg fight.

I really don't buy into a character who's been adventuring for around 50 years to have gained only 4 or 5 levels (even giving a span of 1-20, leaving out the epic tier). Now if you're only playing heroic tier, or this E6 variant, I could probably agree.

The point is, 12 mooks targeting him did not get him sleeping. He can move, and act. He would dodge all the arrows, turn them into lesser hits, block with his armor and combat experience and so on (that's what hp are for). See Brad Pitt's Achilles in Troy when attacking Apollo's temple. He just dodges and parries all the arrows and spears thrown at him. He is, in all intents and purpose, untouchable (he even dodges Hector's javelin effortless). Glorfindel will be like that, or better. There's no chance 12 (or 50, for that matter) orcs with bows can kill him. At all. (And let's not start with Fëonor. I doubt any number of normal arrows can kill him. And yes, I mean taking him flat-footed. That guy fought platoons of Balrogs.

Sure, once the fight starts, and the character starts using his abilities and battle knowledge, then all the rules for combat and fighting come rushing in, and it makes 'sense' for such a skilled character to avoid blows and dodge arrows and massacre a dozen or even a dozen dozen foes. And this is D&D's strength, to make encounter combats interesting and exciting, where all kinds of factors influence the coarse of battle. Where it has always been weak is in the extremes. There's really no way to emulate a sucking chest wound in D&D (well, perhaps as high damage and on-going Stun), or getting an arrow to the face. Even the coup de grace rules are lacking in believability. Partly this is due to it being a game, and we play games for fun. It's not so much fun when your character gets ganked and killed in one hit, so the game makes concessions in believability in favour of increasing the fun-factor.

The Troy Achlles is rather a special case. The character and fight scenes were designed to give a 'believable' reason for the legend of Achilles' invulnerability, without actually bringing in the supernatural to explain it. So he becomes so skilled that he's never hit, and as word gets around about his legendary ability to not be wounded, why, he must have been invulnerable to mortal weapons!

But I could concede the point, that if a character is so skilled that he never gets hit, even by high level threats (such as Hector), then I could buy into them not being threatened by a bunch of mooks with bows. I doubt, however, that any PC could say they've never been hit over the span of a dozen or two levels.

And yes, I will also concede that a character of such a level that can take on a dozen lvl 27 elites readily by themselves, they are likely beyond being concerned over a few mundane bows pointed at them.

But if they are threatened by 12 militia, then they are highly threatened by 18 militia, and will probably die to 25 militia. 25 goblins are NOT, and should not, be a threat comparable to a pair of manticores. Local militia can, and should, be able to kill a bunch of goblins, with proper numbers. They should run terrorized from a pair of manticores, because those are the realm of heroes. And the reason 12 mundanes spkies tossed are a threat, but 12 mundane bolts aren't, is *level*. D&D functions as a level-based game (and I hope it keeps doing so). The 12 spikes are +15 to hit, the 12 goblins arrows are +3 to hit. I can see a game with a flattened math. That's nice, I'll buy that. But that game will still have things to keep those 12 goblins being goblins, and that manticore being a manticore. That's the full purpose of level. To make the PC a group of heroes. People capable of doing uncanny feats. They can face and match manticores, chimaeras, giants, dragons, demons. Things that ordinary man run in terror from. To be able to fight a Balor, and survive, you need to be *tough* as a Balor. Someone who is tough as a Balor, can't be really threatened by a bunch of goblins with pointy sticks. Or city guards with proficiency in simple weapons and 35 gp crossbows.

Well, you sort of hit things on the nail for me with some of what you've said. What makes a hero a hero is their ability to accept the dangers in front of them, and to push on regardless. What makes the common folk quail with fear, the hero stands firm against. But they do so knowing the danger, and doing it anyway. That's why the two dozen city guard fail, because they likely don't have the experience to face down a flight of manticore diving out of the sky at them, hailing down a rain of spikes. And oh god Guardsman Jacen just took a spike through the eye and crumpled to the ground what are these monsters they are everywhere got to get away!

I suppose a lot of it comes down to roleplay too, on both the players' and DM's part. It's difficult to hide the mechanics of the game, especially in the later editions where we're constantly adding up bonuses and modifiers and crunching math.

Most of my D&D years were spent with Advanced and 2E, and though we got to high levels, we never felt that we were demigods beyond the mortal ken. We had flashier weapons and armour, but we still felt mortal and vulnerable. I'm not saying we couldn't have eventually taken on gods (well, statted ones that are really just high level monsters), but more that it didn't occur to us, as we usually portrayed gods as statless surpreme beings. I've yet to play in the epic tier of 4E, so not sure how that feels compared to past experience. So all my experience and enjoyment of D&D has been grounded with a sense of believability and character mortality, and would like for that feeling to be incorporated in some way in 5E.
 
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Really? You find it unbelievable that 50 trained men could kill a giant, or even a flying man-headed lion? If this isn't the case, how the heck are there even towns and cities with the humungous number of monstrous threats in the world?
I don't find it unbelievable. No more than the fight the manticore exists. What I find it, is unappropiate. Because the game is about a group of heroes that do heroic things. If those things can be done by ordinary men, then the entire game is flawed. Why would the Baron pay 1000g to a group of adventurers, when 50 militia could do the job for 2g each?
Again, I'm not suggesting that 12 guardsmen should be the ultimate hero killers. When and if the gauntlet drops, I fully expect the PCs to win the day. I'd just prefer it to not be from the thinking that beause they have so much HP, that there isn't a threat.
Then you aren't arguing about high levels being able to kill the guardsmen, but about hit points. That's a different debate. However, if your system give the PC something differnent that a huge pile of HP, so they win the day (as you fully expect), the metagaming would be the same. Imagine the system give them "heropoints" that they can spend, and success in a "dodge roll". Or whatever other mechanic you build to make them "fully expected to win the day". The players will metagame exactly the same. Instead of saying "we can take this down, we have 100hp" they'll say "we can take this down, we have 10 heropoints to dodge". The act remain the same: high level characters completelly obliterate a small army of militia.



Again, really, this could be argued back and forth, as it depends on the rules being used, and the preferences of the gaming group.
Not really. You can *change* it so it fulfill the prefference of your group, but the *base* story is what it is. A bunch of people, low level, that fight orcs and goblins and run when they face anything else.

As an example:
I could just as easily say that the troll faced in Moria was a Fell Troll (level 20 elite) over a regular troll (level 9).
You could say so. However, Tolkien did not. It was a *baby* Troll. Not even a full developed one.

The only dragons left in the world seem to be ancient wyrms, so they're epic enemies.
Aragorn couldn't defeat any dragon, ancient or not. (and by the way, the dragons remaining are the weaker ones. The stronger epic ones lived in the ancient era). Aragorn can't defeat a Giant.

The Kraken? They fought enough to free the hobbits, and sure, they ran. It was a humungous threat to them, and it's not like they had to fight it to continue on their quest.
But if they were 20th level, they would had smashed it without effort. And they wouldn't had run from the Balor either. The team was not able to defeat any high level threat. Just orcs, and a wight (barely). Everything else was beyond his scope.

I really don't buy into a character who's been adventuring for around 50 years to have gained only 4 or 5 levels (even giving a span of 1-20, leaving out the epic tier). Now if you're only playing heroic tier, or this E6 variant, I could probably agree.
That's because you keep thinking 5-6 levels is "little" and 10-11 level is "normal". It is not. That's why you don't see why 12th level warriors kill 12 militia, because you think Aragorn is 12th level, and he is not able to kill 12 archers. But Aragorn is not 12th level in terms of D&D, not by far.

The Troy Achlles is rather a special case. The character and fight scenes were designed to give a 'believable' reason for the legend of Achilles' invulnerability, without actually bringing in the supernatural to explain it. So he becomes so skilled that he's never hit, and as word gets around about his legendary ability to not be wounded, why, he must have been invulnerable to mortal weapons!
Not true. The real Illiad book was written when Achilles was not invulnerable. The story about his skin being impossible to be pierced was actually built several centuries later. By the time Homer wrote about Achilles, he was NOT invulnerable. He was just the most badass warrior of all times. His only "power" was his anger. His anger was high enough to divert a river. That, and a huge martial skill that allowed him to fight entire armies and never be touched.

However, I was refering the movie to give you a visual example of a high level fighter facing dozens of regular mobs in a belieavable fashion and not being concerned about it. Achilles was not supernatural in that movie. I could give you other examples, as Leonidas in 300. High "level" fighters (or rogues for that matter) don't fear mooks. Aragorn might do, but that's because Aragorn is not a high level fighter. Hector the Tamer of Horses (talking about the Illyad here) would beat Aragorn any day of the week. And he can't even *touch* Achilles.

A system can't work properly for Achilles, Beowulf and Aragorn, or Jon Snow (who is even lower level than Aragorn, in D&D terms) at the same time. If the game is suited to allow the players to be Beowulf, Cuchulain or Bhima, then anything that means a threat for Jon Snow is just a joke for them.
The solution is using the level system, and cap it. E6 is great at this. It does not allow PC to grow beyond the point of "human real possibilities", which is about level 6. Beowulf is well beyond that point. A human can not fight a sea monster for several days underwater.

A 15th level fighter can beat the long jump world record while wearing a full plate. He is beyond normal humans possibilities. He is not concerned about jumping a 30' chasm in full plate, while should he be concerned about killing 12 peasants with 2 weeks military drill and a simple weapon?
 
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