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<blockquote data-quote="AbdulAlhazred" data-source="post: 6096641" data-attributes="member: 82106"><p>Its certainly fair. Of course I want to crush all opposition and take no prisoners! <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p></p><p>Eh, if a regular old guy in the town is the Mayor and he's been super successful and convinces people to go with him left and right, etc, then sure, maybe he has a +25 Diplomacy bonus. Rules serve play, not the other way around. I don't have to slavishly go by a formula and justify with what feats and level and etc the guy is how he got a +25. He may well be a minion combat-wise. He's not an adventurer is the point, the character building rules are for building PC adventurers. They can be a guideline for NPCs, but they aren't intended to cover every possible character that could ever exist. Norm the Glad Handed is just a super ridiculously diplomatic guy who can charm the pants off an Efreet lord. </p><p></p><p></p><p></p><p>I guess it depends on what you consider 'super heroic'. For a level 30 PC it seems to me that most things are actually fairly mundane. At the brink of godhood your character is pretty far beyond the concerns of ordinary folks. They can swim a mile, climb a mountain, sail across an ocean, etc without really needing to make a check of any kind. If they run into things like low level guards, locks, or bars they are barely slowed down. A feat might be needed by a low level PC to do that sort of thing, it would be pretty fantastic, but for Questioner of All Things, the greatest archmage in an age of the world a pathetic deadbolt lock isn't even noticeable. He'll need a feat to be able to unleash raw magic and rend a hole in the fabric of reality to swallow up his ultimate enemy, but that's pretty deep stuff, even for a near-demigod. I'm not sure how to handle all of that mechanically, but I'd guess 4e already is basically on track there, with feats that allow big bonuses to do certain things.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6096641, member: 82106"] Its certainly fair. Of course I want to crush all opposition and take no prisoners! :devil: Eh, if a regular old guy in the town is the Mayor and he's been super successful and convinces people to go with him left and right, etc, then sure, maybe he has a +25 Diplomacy bonus. Rules serve play, not the other way around. I don't have to slavishly go by a formula and justify with what feats and level and etc the guy is how he got a +25. He may well be a minion combat-wise. He's not an adventurer is the point, the character building rules are for building PC adventurers. They can be a guideline for NPCs, but they aren't intended to cover every possible character that could ever exist. Norm the Glad Handed is just a super ridiculously diplomatic guy who can charm the pants off an Efreet lord. I guess it depends on what you consider 'super heroic'. For a level 30 PC it seems to me that most things are actually fairly mundane. At the brink of godhood your character is pretty far beyond the concerns of ordinary folks. They can swim a mile, climb a mountain, sail across an ocean, etc without really needing to make a check of any kind. If they run into things like low level guards, locks, or bars they are barely slowed down. A feat might be needed by a low level PC to do that sort of thing, it would be pretty fantastic, but for Questioner of All Things, the greatest archmage in an age of the world a pathetic deadbolt lock isn't even noticeable. He'll need a feat to be able to unleash raw magic and rend a hole in the fabric of reality to swallow up his ultimate enemy, but that's pretty deep stuff, even for a near-demigod. I'm not sure how to handle all of that mechanically, but I'd guess 4e already is basically on track there, with feats that allow big bonuses to do certain things. [/QUOTE]
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