I have no trouble with a system where roll and miss means feint and see no opening, but roll and hit really does feel like it should mean swing and hit.But this I get: Roll = swing. Yeah. I feel like that too when I roll those dice.
I have no trouble with a system where roll and miss means feint and see no opening, but roll and hit really does feel like it should mean swing and hit.But this I get: Roll = swing. Yeah. I feel like that too when I roll those dice.
No, I'm asking you to be far more specific about what pulling out all the stops means, because making an extra effort when you see your chance in real life is nothing like using up a daily power in the game -- although both may appear the same from the outside
The GM doesn't run a 1st level adventure for 10th level characters - the character (in an open sandbox type world) would choose to go to the 1st level area - and wipe everything out. No level challenges. But no real reward for their actions either.
A fire in a first level dungeon would do X damage, and have Y save.
A fire in a 10th level dungeon would do A damage, and have B save.
But those damages and saves had no relation to the party, other than the party (whatever level) went into said fire at whatever level they were.
You can get a coal fire hot enough to melt iron with sufficient air and enclosure. Would you agree that a human can not survive in an environment that will melt iron?
And as for your example, it is as if you don't know how the 4e rules work at all. The damage expressions GreyICE was praising are on a specific table, setting low, medium, high, and limited damage expressions. The damage by level at level 30 is approximately 4.5 times that at level 1.
(and you're going to be using low or medium for the fire because it's an area effect thing),
And I'm not arguing anything about D&D 4 versus D&D 3. I'm arguing that in any form of D&D, the DM should construct an obstacle (level-appropriate, if that's the way you're playing) and set the damage based on it. If you want to make people panic in a fire, make a fire that's panic-worthy; barrels of pitch, fireworks, fire elementals, whatever. Don't just attach whatever damage you need to whatever effect is convenient.
Ah. And this being simulationist, you should have specific damage values for barrels of pitch, fireworks, and fire elementals.
Watch out; I think your strawman just caught fire. And because I get to set the damage arbitrarily, I think it's doing 50d6 a round.