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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="pemerton" data-source="post: 7036261" data-attributes="member: 42582"><p>Well, my view is this.</p><p></p><p>First, as per the discussion in the PHB and DMG of the tiers of play, there is no expectation that the PCs will, as a general rule, confront the same situations at 25th as at 1st level. At least in its default presentation, the game assumes an escalation of (mechanical and fictional) challenges and (fictional, especially cosmological) stakes.</p><p></p><p>Second, if the PC does somehow end up in the same place (eg it turns out that the weird ruined chapel the PCs explored at 1st level is <em>really</em> the gate to the prison of the Chained God, which the 25th level PCs now need to enter to learn the truth about the origins of the Abyss) then the GM should - by default, and in my view - be stepping up the fiction in a way that speaks to the change in overall stakes. This could be anything from (i) an angel appearing to stop the PCs progressing through the door (so that the lock is not of any interest as a challenge at all). to (ii) the same angel using its divine magic to reinforce the lock. to (iii) the GM narrating wild colour that makes the check difficult ("When the time comes to break through the gate to the prison of the Chained God, of course the sun is eclipsed, the wind howls and lightning strikes all around you"), to (iv) it being the case that if you want to open the lock and pass through to the prison (rather than simply to the other side of the door on the mortal world) you have to pick the lock in multiple dimensions simultaneously, which is a task of Thievery so challenging that only an epic PC would have any chance of pulling it off!</p><p></p><p>Third, if the PCs are in the same place, doing the same thing, and nothing has changed about what is at stake so that the GM can supply the narration to frame the check at an appropriate DC, then epic tier seems not to be really living up to its name.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7036261, member: 42582"] Well, my view is this. First, as per the discussion in the PHB and DMG of the tiers of play, there is no expectation that the PCs will, as a general rule, confront the same situations at 25th as at 1st level. At least in its default presentation, the game assumes an escalation of (mechanical and fictional) challenges and (fictional, especially cosmological) stakes. Second, if the PC does somehow end up in the same place (eg it turns out that the weird ruined chapel the PCs explored at 1st level is [I]really[/I] the gate to the prison of the Chained God, which the 25th level PCs now need to enter to learn the truth about the origins of the Abyss) then the GM should - by default, and in my view - be stepping up the fiction in a way that speaks to the change in overall stakes. This could be anything from (i) an angel appearing to stop the PCs progressing through the door (so that the lock is not of any interest as a challenge at all). to (ii) the same angel using its divine magic to reinforce the lock. to (iii) the GM narrating wild colour that makes the check difficult ("When the time comes to break through the gate to the prison of the Chained God, of course the sun is eclipsed, the wind howls and lightning strikes all around you"), to (iv) it being the case that if you want to open the lock and pass through to the prison (rather than simply to the other side of the door on the mortal world) you have to pick the lock in multiple dimensions simultaneously, which is a task of Thievery so challenging that only an epic PC would have any chance of pulling it off! Third, if the PCs are in the same place, doing the same thing, and nothing has changed about what is at stake so that the GM can supply the narration to frame the check at an appropriate DC, then epic tier seems not to be really living up to its name. [/QUOTE]
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