IceFractal
First Post
What's being discussed here is, in part, what the +0.5/lvl models. Just because a game is played in which it doesn't mean the same thing every time for every different PC or monster doesn't mean that the gameworld is inconsistent. But once that sort of liberalisation is introduced into the game/metagame relationship, than it may become false that guards>PC, PC>dragon therefore guards>dragon. (One example - the PC is Bard Bowman, who is able to kill Smaug with a single arrow although still vulnerable to town guards.)
There's no good in game way of measuring "skill".
This works fine when you fight a dragon - which is the case in quite a few stories. But in most campaigns, that's not what you do. You fights lots of monsters, of many varieties, and you go on quests knowing that they will involve those fights.
And what this means is that the PCs have to know that they're powerful. Because if they didn't know that, they wouldn't go on 90% of the quests out there. If you believe you're a normal person, and a giant attacks the city, do you:
A) Go stab the giant in the foot.
B) Do something that has a chance in hell of working, like helping people evacuate.
Would someone who just got "lucky" before ever decide to go explore a tomb full of undead that have killed everyone within a 10 mile radius? Not unless they were suicidal. So if it's "luck", it has to be luck that works every time, and the PCs have to know that. And then we get back to the same situation. If their "luck" has held out for dozens of fights against many varieties of foes, and is consistent enough for them to explore places no sane person would go near ... then why doesn't it work against random bandits/guards?