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<blockquote data-quote="AbdulAlhazred" data-source="post: 6095132" data-attributes="member: 82106"><p>I've run plenty of Sandbox D&D. High level PCs don't waste their time on low level challenges. The DM rarely even points them at those. In no edition of D&D before did it work this way that a hard to pick lock was always forever hard to pick. You went up in levels and your pick locks went up until you could easily pick it. That's how it worked in AD&D and still works in 4e! If the high level party goes into the level 1 dungeon, guess what, the poison is trivial, the locks are a joke, and the monsters are speedbumps. </p><p></p><p>The problem with your logic about poisons/locks/difficulty in general is that easy and hard are just two sides of the same coin. If you can't make it easier, you can't make it harder either. What that REALLY means is that you're stuck with the hard task being the default and you now have to muck with 'easier than normal' as well as 'harder than normal'. You haven't gained anything except a more awkward way of dealing with the same thing. It isn't even a play style difference, it is just worse mechanics. We sorted this all out 20 yrs ago and it got fixed in 3e. So apparently everything that is once discovered is eventually forgotten and I guess DDN will have to recapitulate all the errors of the past until maybe it finally reaches the 21st Century. Wake me up for 6e when we can start to have a better game again, lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6095132, member: 82106"] I've run plenty of Sandbox D&D. High level PCs don't waste their time on low level challenges. The DM rarely even points them at those. In no edition of D&D before did it work this way that a hard to pick lock was always forever hard to pick. You went up in levels and your pick locks went up until you could easily pick it. That's how it worked in AD&D and still works in 4e! If the high level party goes into the level 1 dungeon, guess what, the poison is trivial, the locks are a joke, and the monsters are speedbumps. The problem with your logic about poisons/locks/difficulty in general is that easy and hard are just two sides of the same coin. If you can't make it easier, you can't make it harder either. What that REALLY means is that you're stuck with the hard task being the default and you now have to muck with 'easier than normal' as well as 'harder than normal'. You haven't gained anything except a more awkward way of dealing with the same thing. It isn't even a play style difference, it is just worse mechanics. We sorted this all out 20 yrs ago and it got fixed in 3e. So apparently everything that is once discovered is eventually forgotten and I guess DDN will have to recapitulate all the errors of the past until maybe it finally reaches the 21st Century. Wake me up for 6e when we can start to have a better game again, lol. [/QUOTE]
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