Enrahim
Hero
As mentioned a bit upthread: The idea of contextual representation is interesting, but is an extreme design challenge due to the transition. That is both representations should feel similar enough that if you are at the point where you would switch from one to the other, there are no jarring changes in "the thing" represented (like it suddenly becoming much more or much less of a threat).RE: Minions
D&D stat blocks and combat mechanics provide a probabilistic model of combat. Like every model, there are strengths and weaknesses. And like almost every model it only extends so far. Even Newtonian physics breaks down at cases where you close in on relativistic and quantum settings. In terms of tests about reading ability, a method called vertical scaling allows reading tests at adjacent grade levels to be very comparable -- but what constitutes reading ability changes a lot if one wants to look at all of 1st through 12th grade and having 1st and 12th graders take the same test would be silly. Two dimensional maps work great for small patches of the eartj, but have obvious problems when one wants the entire surface of the planet in one go. Is there any reason a sports rating system that works very well predicting expected point spreads and standard errors for top division teams should still work if you start mixing in teams several divisions down, say from pros to JV high school teams, and then see how they work when they play each other?
I'm not sure why D&D should be different. Even if low CR monsters and the rules work well for combat with players levels 1-5, another batch of CR monsters are great for 6-10, still higher CR work great for 11-15, and the highest are great for levels 16-20, is there any reason one stat block and set of rules should accurately model it when things at the two extremes are being compared? It strikes me as entirely reasonable that when the extremes are reached that a single model should break down.
Is having separate minion and standard not-minion stat blocks for the same monster just another way of modeling creatures - the minion one good at capturing what's happening when the player level is much much above the standard CR for the monster? And should mixing vastly different power levels in combat cause strange things?
Random notes I didn't fit in:
- Swarms?
- Is the difficulty in modeling vast differences in power levels and getting them to play nicely a much bigger thing in some super hero games?
- Is the problem viewed differently by folks who cut their teeth on D&D a long time ago when parties might have characters of vastly different levels (oops, dead, make a new level-one) vs. one where the replacement characters drop in at the same level they left?
- Is the need for rules that work differently in different situations obvious in cases like falling damage rules that don't have a maximum height for damage or don't account for cases where the person is dropped from orbit onto a stony plateau?
I am not aware of any big scale game trying to tackle that challenge. 4ed certainly didn't.