]Remember, this is a relative analysis. Compared to what I like, your example is a fine demonstration of the homogeneity in 4E.
Compared to what I like, I think its a great example of 4e's homogeneity. It doesn't surprise me that the example I came-up with shows my own bias.
Your mage has nothing whatsoever going for it in terms of acrobatics.
See, I don't think that's true. Sadie has one big thing going for her: experience. She not just a little experienced, she's an epic level
character. Think about it, she spends almost 24 hours a day/7 days a week with a guy who's skill in acrobatics is, literarily, epic. She's watched him preform all those acrobatic stunts in their time together. I'm sure that, in all that camping out in the wilderness between cities the conversation turns to acrobatic skill. PCs spend more time together than some married people. It's not formal training by any stretch of the imagination, but it would seem to me that some of it is going to rub off on her.
This is what I love about the level mechanic in 4e, it represents the basic level of competency people acquire just by going out and doing stuff. That is very realistic to me because I've noticed that, as people grow older, they learn the basics of things that they never invested any formal training in just by virtue of living. It's nice because it recognizes that people gain a basic level of competency in things outside their specialization.
That attitude isn't very popular in the US right now. It seems we favor uber-specialization over general competency right now. But I think that it's a valid way to model character advancement.
And yet because "the math works" this character still succeeds 45% of the time on a moderate challenge.
That is exactly what I would expect from a challenge that's described as moderate.
Yeah, +30 is very different than +12. But that distinction is misleading. The establishment of target DCs is just as critically important in the math. Once you get to the level of auto-success, additional pluses are pointless. And the math is built to make certain that even your gimped out mage is pretty damn good at acrobatics when all is said and done.
If I understand what you said, you're saying that a 20% success rate is "pretty damn good." That surprises me. If I knew that only had a 20% chance of success at something, I'd find another way. That just seems like common sense.
And if you look over the whole skill list you will see pretty much similar numbers for the two.
Some of them are, but that's to be expected. Many important skills have significant differences to me. At level 24, Sadie has a +22 diplomacy while Adrian only has a +13. Adrian has a +23 to perception while Sadie only has +13. Adrian has a stealth and thievery of +25 and +26 respectfully, while Sadie has only +12 in both of them.
Now look at defenses. Their ACs are nearly identical and the others are right around 30 with the rogue trading off a bit of fort and will for Ref.
And their attack bonuses with the attacks they will be using routinely are again right in the same zone.
While Adrian's AC is indeed only 2 greater than Sadie's, I would hardly call Adrian's 25 fort and 26 will "right around 30." Also, Saide's fort is 30, five higher than Adrian's. This seems fairly significant to me. But then again, as you've pointed out, what's significant to me isn't significant to you. Generally speaking attacks seem to hit or miss by only a few points, so I consider a difference of five or more important because it means the lower defense will get hit a lot more often.
What you have demonstrated with your own selections is that a worst case scenario is 1 tick short of 50/50 chance for a moderate task. (and even "hard" is still 20%, 1 in 5 for a completely untrained and untalented fish out of water at a task so-called "hard")
I'm glad you replied, and I'm glad I gave some hard numbers because now I understand better where you are coming from. I consider a 20% success rate hard. That said, it seems like, far from you're complaints being difficult to address in 4e, it would easy to implement harder DCs + a houserule that doesn't allow PCs to apply half their level to d20 skill checks unless the skill is on their class skill list.
The difference between 12 and 30 is a red herring because when the players of these two characters are going to roll their D20 compare their total to the target DC and get the same answer over and over again. And even for moderate, or even hard, tasks, the allowed range of existence scales between quite competent and has extra pluses that don't even matter.
Well, they won't get the same answer over and over again because 1) they won't always be challenged by things at their level. Sometimes thing will above their level and sometimes things will be below their level. 2) They always be rolling the same skills. And 3) Even within their level, the DCs will vary.
Again, this is beauty of level in 4e, the DM can vary the difficulty of something by varying the level of the hazard, trap, or NPC. The level mechanic allows a DM to pepper the world with obstacles of various levels, making the campaign truly seasoned to taste. The tool in 4e is simple: variety: variety in level, variety in DC, variety in type. Level progression is (mostly) linear at the same rate for all stats, making it easy for a DM to figure out how to make something easier or more difficult for the PCs. The tool is quite elegant.
I would expect an epic level character find heroic obstacles easy to the point of not a problem.
Add in monster building for how the attacks and defenses are established by monster level and the same result will emerge.
Reflex and fort defenses that exceed the mage's capacity to escape from don't seem to be uncommon at level 24.