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<blockquote data-quote="UngeheuerLich" data-source="post: 5119097" data-attributes="member: 59057"><p>You miss that a certain monster doesn´t get suddenly stronger when you advance a level. Maybe you go into a different area where tougher monsters live...</p><p></p><p>The Orc you fought at level one is as tough as the orc you fight at level 2 and as tough as the orc you fight at level 3... maybe at some point you are better served making them minions as a DM but before it doesn´t suddenly scale up.</p><p>Maybe you meet a tougher tribe of orcs who are leveled up versions of regular orcs, but the orcs in Orkhome are still the same.</p><p></p><p>If you don´t give out magic items, your Orchome can be used as an adventure site for a much wider level range, since your attacks and defenses don´t increase slower as with magic items or inherent bonuses.</p><p></p><p>If you somehow increase the attack and defense of all orcs in Orchome exactly when players level up (which ii would call scale with level) then how do your players ever feel an advancment in power?</p><p></p><p>If you do, your players actually lose power when leveling up and need magic items to catch up which IMHO is counter intuitive.</p><p></p><p>So lets go back to the default assumption of 4e:</p><p>The monster levels and item level and guidlines create a balanced system. Kill monsters, take items, move to a new place kill tougher monsters...</p><p></p><p>Go back to my default assumption:</p><p>You create some places which don´t differ too much in an area (e.g.: chaos scar) Your players can decide freely which place to go first. So now you can use those preplaced encounters for a longer time...</p><p></p><p>of course you can as well scale those encounters up using the DMG guidelines... but having +1 to hit and damage due to a magic weapon, and 1 AC and defenses due to magic armor and neckthing and increasing monster levels by 1 cancel each other out...</p><p></p><p>so why bother?</p><p>Maybe because magic items are fun. </p><p></p><p>But IMHO having only level appropriate items in all slots will make magic too mundane... having magic items of various power levels will make you feel powerful if you assume no magic items and powerless if you assume the highest magic items bonus...</p><p></p><p>So using lower level monsters and some magic items will be much more fun for the players... as long as they don´t look into the MM and see they only kill lower level foes... but a good player keeps his nose out of the MM and if he looks into it, he should also look into the DMG because he apparently is also DMing...</p><p></p><p>What is so difficult to understand about this concept?</p><p>Let me guess: it is not in the spirit of 4e... IMHO it is... the system is robust enough to play a little different playstyle and stiill have fun... Actually i guess the designers considered PC`s using attacks which key off secondary stats perfectly viable... only this way the paladin design can be understood...</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5119097, member: 59057"] You miss that a certain monster doesn´t get suddenly stronger when you advance a level. Maybe you go into a different area where tougher monsters live... The Orc you fought at level one is as tough as the orc you fight at level 2 and as tough as the orc you fight at level 3... maybe at some point you are better served making them minions as a DM but before it doesn´t suddenly scale up. Maybe you meet a tougher tribe of orcs who are leveled up versions of regular orcs, but the orcs in Orkhome are still the same. If you don´t give out magic items, your Orchome can be used as an adventure site for a much wider level range, since your attacks and defenses don´t increase slower as with magic items or inherent bonuses. If you somehow increase the attack and defense of all orcs in Orchome exactly when players level up (which ii would call scale with level) then how do your players ever feel an advancment in power? If you do, your players actually lose power when leveling up and need magic items to catch up which IMHO is counter intuitive. So lets go back to the default assumption of 4e: The monster levels and item level and guidlines create a balanced system. Kill monsters, take items, move to a new place kill tougher monsters... Go back to my default assumption: You create some places which don´t differ too much in an area (e.g.: chaos scar) Your players can decide freely which place to go first. So now you can use those preplaced encounters for a longer time... of course you can as well scale those encounters up using the DMG guidelines... but having +1 to hit and damage due to a magic weapon, and 1 AC and defenses due to magic armor and neckthing and increasing monster levels by 1 cancel each other out... so why bother? Maybe because magic items are fun. But IMHO having only level appropriate items in all slots will make magic too mundane... having magic items of various power levels will make you feel powerful if you assume no magic items and powerless if you assume the highest magic items bonus... So using lower level monsters and some magic items will be much more fun for the players... as long as they don´t look into the MM and see they only kill lower level foes... but a good player keeps his nose out of the MM and if he looks into it, he should also look into the DMG because he apparently is also DMing... What is so difficult to understand about this concept? Let me guess: it is not in the spirit of 4e... IMHO it is... the system is robust enough to play a little different playstyle and stiill have fun... Actually i guess the designers considered PC`s using attacks which key off secondary stats perfectly viable... only this way the paladin design can be understood... [/QUOTE]
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