Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ok, I've messed with an epic spell
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6937332" data-attributes="member: 4937"><p>All RPGs that depend on a fortune system are limited to a range defined by the limits of that system. For example, GURPS starts breaking down when the active defenses start getting so high that only failures are critical, and the only hits are critical. That's defined by GURPS fortune range of 3-18, so that once you get 'bonuses' in the 13 to 15 range rolling for fortune is no longer fun. It is both too predictable and fails too unpredictably and catastrophically on the rare occasions that it does fail.</p><p></p><p>The same thing happens in D20 when people start getting bonuses up around +19, and most specifically and throughly, when the gap between any two players bonuses gets up around +19. For example, you get into situations where the Rogue can only fail a reflex save on a 2, but at the same level of DC, the cleric might only make a reflex save on a 20. Or, the monsters AC may be such that the fighter can only fail to hit on a 1, but the wizard needs a 20 to hit. And as more and more things have to be overwhelming to be threatening, more and more the game starts being about achieving absolute and complete immunity to any conceivable threat, and the more and more logical response to any threat is, "If you can't beat it down by the end of the first round, pull out with a mass teleport and regroup."</p><p></p><p>In D&D in particular, the higher the level that you go, the more unpredictable and the more diverse any groups bonuses might become. Some character might have 40 AC, and another 70 AC - a gap of 30. With gaps like that, it becomes impossible to plan interesting group encounters, since any monster that can hit the 70 AC even 50% of the time, can Power Attack to squash flat the character with 40 AC. If one party member has a +35 will save, and another has a +17 will save, then anything that threatens the mind of the more powerful character even 15% of the time, reliably dominates the other. This reaches the point where PC's responding functionally to the system have to say, "We can't ever have a situation where our will save matters if we hope to survive. We have ensure everyone goes around with Mindblank up and other complete immunities at all times."</p><p></p><p>What your players have done with the Epic armor spell is a functional response to an inherent system problem with the gap between player capabilities. Essentially, they've forced you into a situation where AC doesn't matter, because they have complete immunity to normal attacks. And anything you'd try to do to make AC matter again, would crush the players on the low end of the gap. Sooner or later, they are going to take away not just circumvent a central playing mechanic, but all play mechanics. And frankly, that is the only way that they can survive. So, what you'll find is that either your players face roll encounters without real opposition or effort, or the encounters face roll them without real tension - and there is nothing that exists in the in between. And yes, you are screwed, because fundamentally this is lodged in the math.</p><p></p><p>Both 4e and 5e in their own way in the essential elements of their design can be thought of as attempts to address that gap problem.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6937332, member: 4937"] All RPGs that depend on a fortune system are limited to a range defined by the limits of that system. For example, GURPS starts breaking down when the active defenses start getting so high that only failures are critical, and the only hits are critical. That's defined by GURPS fortune range of 3-18, so that once you get 'bonuses' in the 13 to 15 range rolling for fortune is no longer fun. It is both too predictable and fails too unpredictably and catastrophically on the rare occasions that it does fail. The same thing happens in D20 when people start getting bonuses up around +19, and most specifically and throughly, when the gap between any two players bonuses gets up around +19. For example, you get into situations where the Rogue can only fail a reflex save on a 2, but at the same level of DC, the cleric might only make a reflex save on a 20. Or, the monsters AC may be such that the fighter can only fail to hit on a 1, but the wizard needs a 20 to hit. And as more and more things have to be overwhelming to be threatening, more and more the game starts being about achieving absolute and complete immunity to any conceivable threat, and the more and more logical response to any threat is, "If you can't beat it down by the end of the first round, pull out with a mass teleport and regroup." In D&D in particular, the higher the level that you go, the more unpredictable and the more diverse any groups bonuses might become. Some character might have 40 AC, and another 70 AC - a gap of 30. With gaps like that, it becomes impossible to plan interesting group encounters, since any monster that can hit the 70 AC even 50% of the time, can Power Attack to squash flat the character with 40 AC. If one party member has a +35 will save, and another has a +17 will save, then anything that threatens the mind of the more powerful character even 15% of the time, reliably dominates the other. This reaches the point where PC's responding functionally to the system have to say, "We can't ever have a situation where our will save matters if we hope to survive. We have ensure everyone goes around with Mindblank up and other complete immunities at all times." What your players have done with the Epic armor spell is a functional response to an inherent system problem with the gap between player capabilities. Essentially, they've forced you into a situation where AC doesn't matter, because they have complete immunity to normal attacks. And anything you'd try to do to make AC matter again, would crush the players on the low end of the gap. Sooner or later, they are going to take away not just circumvent a central playing mechanic, but all play mechanics. And frankly, that is the only way that they can survive. So, what you'll find is that either your players face roll encounters without real opposition or effort, or the encounters face roll them without real tension - and there is nothing that exists in the in between. And yes, you are screwed, because fundamentally this is lodged in the math. Both 4e and 5e in their own way in the essential elements of their design can be thought of as attempts to address that gap problem. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ok, I've messed with an epic spell
Top