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<blockquote data-quote="Raven Crowking" data-source="post: 3858478" data-attributes="member: 18280"><p>OK, first off, what matters IMHO is what can be done in a single round, and what the % chance of accomplishment is, not how many dice are rolled. ALL CAPPING a "SINGLE DIE ROLL" doesn't do it for me. If three dies result in a 5% chance of death, of 1 die roll results in a 5% chance of death, there is absolutely no difference AFAICT.</p><p></p><p>As to scaling, I'll certainly agree that all effects don't scale equally.....but this is hardly exclusive to SoD effects. If this was not so, there would not be character parties or character builds that are stronger or weaker than their level....some wildly so.</p><p></p><p>Overall, though, I play a game in which the players, through their actions, determine the level of "balance" that they want. Typically, they hope to unbalance things in their favour. I don't buy into the idea that the DM should artificially re-balance things because the PCs have tipped them into their favour. Nor do I artificially re-balance them if the PCs get in over their heads.</p><p></p><p>Things like elegance, balance, and scaling are fine in theory, and when they don't interfere with the game that I am trying to run they can be useful. But, ultimately, if elegance interferes with the desired experience, it goes out the window. Likewise, balance and scaling. Let the players decide what they want to risk, and what rewards they want to pursue. Let them decide what enemies they need to mollify for now, and which they can afford to ignore. If their decisions lead them into a point where they need to SoD against a 10th level caster, so be it.</p><p></p><p>I am not writing a story when I run a game. The story is the result of the game. Some stories are stories of victory and triumph (even over incredible odds), while others are stories of how half the party got massacred when they split up in dangerous environs and started just knocking on doors.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3858478, member: 18280"] OK, first off, what matters IMHO is what can be done in a single round, and what the % chance of accomplishment is, not how many dice are rolled. ALL CAPPING a "SINGLE DIE ROLL" doesn't do it for me. If three dies result in a 5% chance of death, of 1 die roll results in a 5% chance of death, there is absolutely no difference AFAICT. As to scaling, I'll certainly agree that all effects don't scale equally.....but this is hardly exclusive to SoD effects. If this was not so, there would not be character parties or character builds that are stronger or weaker than their level....some wildly so. Overall, though, I play a game in which the players, through their actions, determine the level of "balance" that they want. Typically, they hope to unbalance things in their favour. I don't buy into the idea that the DM should artificially re-balance things because the PCs have tipped them into their favour. Nor do I artificially re-balance them if the PCs get in over their heads. Things like elegance, balance, and scaling are fine in theory, and when they don't interfere with the game that I am trying to run they can be useful. But, ultimately, if elegance interferes with the desired experience, it goes out the window. Likewise, balance and scaling. Let the players decide what they want to risk, and what rewards they want to pursue. Let them decide what enemies they need to mollify for now, and which they can afford to ignore. If their decisions lead them into a point where they need to SoD against a 10th level caster, so be it. I am not writing a story when I run a game. The story is the result of the game. Some stories are stories of victory and triumph (even over incredible odds), while others are stories of how half the party got massacred when they split up in dangerous environs and started just knocking on doors. RC [/QUOTE]
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