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How is 5E like 4E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8366508" data-attributes="member: 82106"><p>Again, I disagree. The logic is the other way around. PCs of high levels go to places where there are things with high DCs because what they would find in other areas isn't going to be interesting to them, or challenging to them. 15th level PCs don't go to Kobold Hall to loot a couple of GP from some level 1 monsters. I mean, maybe narratively they do, it would be a 5 minute narrative interlude "you track down those stupid kobolds who dared to mess with your cousin and clean them out. There was a baby dragon, you ganked it. You can sell the Dragon hide to the local wizard for 100GP." Whatever. This is not what players fill up their table time with.</p><p></p><p>And again, maybe a kobold or a wooden door is present in some high level delve or extra-planar location. Killing the kobold would not be the point, its wallpaper, or it has some information, or whatever. The wooden door isn't an OBSTACLE, though it might conceal something from view until you brush it aside. </p><p></p><p>So, yes, the GM is going to focus on framing action scenes in fiction which evokes high DCs for high level PCs. But the REASON for that is all driven by fiction. You've progressed to the level of being an Epic PC, a companion of the very right hands of the gods themselves. When they ask you to delve into the Abyss it is because you're the only ones tough enough to handle it! You bet the DCs are going to be high! </p><p></p><p>The increasing DCs are simply a mechanism to help convey that. This is my criticism of the 5e technique, it doesn't serve well to convey this change. 4e is geared for it, and handles high level quite well overall. Tiers give you a basic thematic structure, and increasing DCs illustrate advancing power and provide the mechanical framework for differentiating more fantastical material from less fantastical. You can do this in 5e, but the structure of the game doesn't help you, and it shows.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8366508, member: 82106"] Again, I disagree. The logic is the other way around. PCs of high levels go to places where there are things with high DCs because what they would find in other areas isn't going to be interesting to them, or challenging to them. 15th level PCs don't go to Kobold Hall to loot a couple of GP from some level 1 monsters. I mean, maybe narratively they do, it would be a 5 minute narrative interlude "you track down those stupid kobolds who dared to mess with your cousin and clean them out. There was a baby dragon, you ganked it. You can sell the Dragon hide to the local wizard for 100GP." Whatever. This is not what players fill up their table time with. And again, maybe a kobold or a wooden door is present in some high level delve or extra-planar location. Killing the kobold would not be the point, its wallpaper, or it has some information, or whatever. The wooden door isn't an OBSTACLE, though it might conceal something from view until you brush it aside. So, yes, the GM is going to focus on framing action scenes in fiction which evokes high DCs for high level PCs. But the REASON for that is all driven by fiction. You've progressed to the level of being an Epic PC, a companion of the very right hands of the gods themselves. When they ask you to delve into the Abyss it is because you're the only ones tough enough to handle it! You bet the DCs are going to be high! The increasing DCs are simply a mechanism to help convey that. This is my criticism of the 5e technique, it doesn't serve well to convey this change. 4e is geared for it, and handles high level quite well overall. Tiers give you a basic thematic structure, and increasing DCs illustrate advancing power and provide the mechanical framework for differentiating more fantastical material from less fantastical. You can do this in 5e, but the structure of the game doesn't help you, and it shows. [/QUOTE]
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