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<blockquote data-quote="Staffan" data-source="post: 8718561" data-attributes="member: 907"><p>I think the game is a little over-tuned even with on-level encounters. A maxed-out non-fighter martial (starting attack stat 18, putting stat increases into the attack stat at both level 5, 10, 15, and 20, getting magic upgrades on schedule, and getting an apex item to boost your attack rather than cover a weakness) will hit a high-AC foe (the default) on a 9 at most levels, sometimes going down to 8 and sometimes up to 10. I would have liked to see this be a point or two better, but it's OK.</p><p></p><p>The problem is with spells rather than attacks. Spells have two problems: for the most part they are a limited resource (other than cantrips), and they have a lower chance of success than attacks (both because of the pure save vs DC math, and because it's easier to get an advantage on physical attacks via things like flanking). This creates something of a feelbad situation – particularly when you're facing tough opponents. It makes intuitive sense to save your resources for tough fights, but that's when they are least useful. I would probably have tuned this differently, or at least made sure more spells had reasonably good effects even on successful saves. <em>Fear</em> is a good example I think, inflicting Frightened 1 even on a successful save. Incapacitation also hurts a lot – I think it would have been better to give strong debuffs a hp threshold, like in 13th Age, instead of the current mechanic. That would still allow casters to use their cool spells, just not to insta-win.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8718561, member: 907"] I think the game is a little over-tuned even with on-level encounters. A maxed-out non-fighter martial (starting attack stat 18, putting stat increases into the attack stat at both level 5, 10, 15, and 20, getting magic upgrades on schedule, and getting an apex item to boost your attack rather than cover a weakness) will hit a high-AC foe (the default) on a 9 at most levels, sometimes going down to 8 and sometimes up to 10. I would have liked to see this be a point or two better, but it's OK. The problem is with spells rather than attacks. Spells have two problems: for the most part they are a limited resource (other than cantrips), and they have a lower chance of success than attacks (both because of the pure save vs DC math, and because it's easier to get an advantage on physical attacks via things like flanking). This creates something of a feelbad situation – particularly when you're facing tough opponents. It makes intuitive sense to save your resources for tough fights, but that's when they are least useful. I would probably have tuned this differently, or at least made sure more spells had reasonably good effects even on successful saves. [I]Fear[/I] is a good example I think, inflicting Frightened 1 even on a successful save. Incapacitation also hurts a lot – I think it would have been better to give strong debuffs a hp threshold, like in 13th Age, instead of the current mechanic. That would still allow casters to use their cool spells, just not to insta-win. [/QUOTE]
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