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<blockquote data-quote="Greenfield" data-source="post: 7886545" data-attributes="member: 6669384"><p>I think I see where our trains of thought part ways.</p><p></p><p>The 4e model presumes that everyone gets a bonus to attack, AC and skills every two levels. It also presumes that it gets progressively harder to do anything, every two levels.</p><p></p><p>That's what you're talking about when you reference "level appropriate checks".</p><p></p><p>My view? It doesn't get any harder to saddle, handle or ride a horse (Ride/Handle Animal). It doesn't get any harder to follow tracks in the wild or live off the land (Survival). The target DC to Tumble to/past/through an opponent's area doesn't go up with levels. It doesn't get any harder to Craft Alchemy (or anything else for that matter) at higher levels. </p><p></p><p>Knowledge checks may go up as you need to track down more and more obscure bits of lore. Spot, Listen, Hide and Move Silent results need to go up only as the opponents' ability to oppose does, and since they don't get auto-bumps in those areas as they advance any more than the PC's does. </p><p></p><p>Hills and trees don't get any harder to climb, water is still water so Smim checks don't necessarily go up.</p><p></p><p>I could go on, but I think you see where I'm going.</p><p></p><p>In the auto-advance world you need to auto-advance. In the world of progressive/selective skill advancement, the target numbers don't all advance so you general skill base doesn't need to.</p><p></p><p>They're different models all the way through. I happen to prefer a model where I decide what my character gets good at. You seem to prefer a model where everyone follows a statistical average.</p><p></p><p>If I wanted average my character wouldn't be an adventurer.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7886545, member: 6669384"] I think I see where our trains of thought part ways. The 4e model presumes that everyone gets a bonus to attack, AC and skills every two levels. It also presumes that it gets progressively harder to do anything, every two levels. That's what you're talking about when you reference "level appropriate checks". My view? It doesn't get any harder to saddle, handle or ride a horse (Ride/Handle Animal). It doesn't get any harder to follow tracks in the wild or live off the land (Survival). The target DC to Tumble to/past/through an opponent's area doesn't go up with levels. It doesn't get any harder to Craft Alchemy (or anything else for that matter) at higher levels. Knowledge checks may go up as you need to track down more and more obscure bits of lore. Spot, Listen, Hide and Move Silent results need to go up only as the opponents' ability to oppose does, and since they don't get auto-bumps in those areas as they advance any more than the PC's does. Hills and trees don't get any harder to climb, water is still water so Smim checks don't necessarily go up. I could go on, but I think you see where I'm going. In the auto-advance world you need to auto-advance. In the world of progressive/selective skill advancement, the target numbers don't all advance so you general skill base doesn't need to. They're different models all the way through. I happen to prefer a model where I decide what my character gets good at. You seem to prefer a model where everyone follows a statistical average. If I wanted average my character wouldn't be an adventurer. [/QUOTE]
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