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Please someone tell me I missed something
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<blockquote data-quote="DreamChaser" data-source="post: 4080480" data-attributes="member: 1190"><p>Volume and controllability. It is much harder to feed and control 2000 mortal mooks...</p><p></p><p>plus, while I don't know that that Insights comment about the tiers is 100% accurate, it does draw out that there is now a qualitative distinction between levels beyond the former quantitative.</p><p></p><p>A 26th level character is much more than the 144 common folk...given the right situation, he could plow them into the ground. Plus (if rumors are true) his healing surge ability has pretty much become a daily resurrection spell so even if they do defeat him, they actually need to do it twice (which makes it yet harder).</p><p></p><p>Because there are so many variables in play, the scaling is incapable of working at the greatest extremes; this is actually a pretty good example of chaos theory at work. Within 30 levels, we can perfectly predict the interplay in a 3 level span; fairly well in a 9 level span; and in broad terms in a 27 level span, because at each of those jumps, more factors come into play.</p><p></p><p>On a pure mathematical level, distilling down to only the hard numbers (defenses, attack rolls, etc.) 144 goblins = 1 pit fiend but that 24 level difference means that odds are factors that cannot be reflected mathematically will skew the results and nearly always in the pit fiend's favor.</p><p></p><p>Still, being able to throw a bunch of 1st level creatures against a 10th level party and still have a moderate challenge will be great, since currently anything 2 or 3 CR below is pretty much a waste of time. Overall, I think if you stay with 10 levels, it will work out pretty well.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 4080480, member: 1190"] Volume and controllability. It is much harder to feed and control 2000 mortal mooks... plus, while I don't know that that Insights comment about the tiers is 100% accurate, it does draw out that there is now a qualitative distinction between levels beyond the former quantitative. A 26th level character is much more than the 144 common folk...given the right situation, he could plow them into the ground. Plus (if rumors are true) his healing surge ability has pretty much become a daily resurrection spell so even if they do defeat him, they actually need to do it twice (which makes it yet harder). Because there are so many variables in play, the scaling is incapable of working at the greatest extremes; this is actually a pretty good example of chaos theory at work. Within 30 levels, we can perfectly predict the interplay in a 3 level span; fairly well in a 9 level span; and in broad terms in a 27 level span, because at each of those jumps, more factors come into play. On a pure mathematical level, distilling down to only the hard numbers (defenses, attack rolls, etc.) 144 goblins = 1 pit fiend but that 24 level difference means that odds are factors that cannot be reflected mathematically will skew the results and nearly always in the pit fiend's favor. Still, being able to throw a bunch of 1st level creatures against a 10th level party and still have a moderate challenge will be great, since currently anything 2 or 3 CR below is pretty much a waste of time. Overall, I think if you stay with 10 levels, it will work out pretty well. DC [/QUOTE]
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