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Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="EzekielRaiden" data-source="post: 9791722" data-attributes="member: 6790260"><p>But doesn't this undercut your own argument?</p><p></p><p>Expertise is <em>worse</em> than your claim of the +10 over 20 levels being a problem, because that's <strong>+12</strong> over 20 levels.</p><p></p><p>More to the point though, the defense I mentioned is that I think you're incorrect about the conclusion "all it did was push the numbers up more". No, it did not. It made the game such that facing truly <em>insanely strong</em> enemies, like something 9+ levels above the party, was trying to do the impossible unless you changed the situation. Meaning, it <em>actually did</em> create a world where ultra-difficult opponents clearly and unequivocally have the edge <em>unless</em> the party takes actions to address that gap--or finds a way to fight asymmetrically. Likewise, it made ultra-weak enemies clearly curb-stomp-able. You want to never ever use minion rules? Go right ahead! You'll see quite quickly that weak monsters <em>have actually been</em> outclassed by the PCs, so they can actually <em>see</em> their progression right before their eyes.</p><p></p><p>Because that's what the books actually tell you to do.</p><p></p><p>And you should be doing the same thing with skill checks too. A traveller who has tasted the planes, fought off fire giant thanes, treated with lords and ladies of the fae, and walked the streets of the City of Brass, <em>should</em> find it pretty tame to deal with things like sneaking past a town guard or popping a lock made of <em>mere</em> iron. So you <em>should</em> include things like the occasional raid of a mortal-world fortress where the players can <em>see</em> that their characters have learned and grown from their adventures, and are now genuinely beyond things that would have been major obstacles once upon a time. That grounds their adventures. It reminds them where they came from--and how far they have yet to go. It proves that all those little moments, the times they listened to each other, or practiced, or strategized, really <em>did</em> change them.</p><p></p><p>Forged in the crucible of adventure, they have become too hard, too sharp for the world they once knew.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9791722, member: 6790260"] But doesn't this undercut your own argument? Expertise is [I]worse[/I] than your claim of the +10 over 20 levels being a problem, because that's [B]+12[/B] over 20 levels. More to the point though, the defense I mentioned is that I think you're incorrect about the conclusion "all it did was push the numbers up more". No, it did not. It made the game such that facing truly [I]insanely strong[/I] enemies, like something 9+ levels above the party, was trying to do the impossible unless you changed the situation. Meaning, it [I]actually did[/I] create a world where ultra-difficult opponents clearly and unequivocally have the edge [I]unless[/I] the party takes actions to address that gap--or finds a way to fight asymmetrically. Likewise, it made ultra-weak enemies clearly curb-stomp-able. You want to never ever use minion rules? Go right ahead! You'll see quite quickly that weak monsters [I]have actually been[/I] outclassed by the PCs, so they can actually [I]see[/I] their progression right before their eyes. Because that's what the books actually tell you to do. And you should be doing the same thing with skill checks too. A traveller who has tasted the planes, fought off fire giant thanes, treated with lords and ladies of the fae, and walked the streets of the City of Brass, [I]should[/I] find it pretty tame to deal with things like sneaking past a town guard or popping a lock made of [I]mere[/I] iron. So you [I]should[/I] include things like the occasional raid of a mortal-world fortress where the players can [I]see[/I] that their characters have learned and grown from their adventures, and are now genuinely beyond things that would have been major obstacles once upon a time. That grounds their adventures. It reminds them where they came from--and how far they have yet to go. It proves that all those little moments, the times they listened to each other, or practiced, or strategized, really [I]did[/I] change them. Forged in the crucible of adventure, they have become too hard, too sharp for the world they once knew. [/QUOTE]
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Mike Mearls says control spells are ruining 5th Edition
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