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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Lord Zardoz" data-source="post: 5960961" data-attributes="member: 704"><p>I think your fixated on the wrong detail with respect to the DC examples.</p><p></p><p>One of the issues with 4th edition is that weak monsters lost utility too quickly due to the rate at which the attack bonus and armour class values increased. This also affected skill DC's and it made it tricky to adapt certain background elements in any given adventure. The fix to this is presumably a reduction in the rate at which a characters power will increase.</p><p></p><p>That in turn created a situation where things that ought to be a bit more mundane had to be amped up to stay balanced for the current party level. If the DM wants to use a mundane iron bound door as a non trivial obstacle for paragon level characters, he is wasting his time. If he is using an adamantine door, its kind of putting too much adamantine stuff out into the world. Even for a game with the mechanical emphasis of 4th Edition, that will cause logistical problems.</p><p></p><p>Now, as for believing that past a certain point in character power advancements, mere doors and walls should not be an obstacle worth considering, that is a valid point of view. However, that is also something that needs to be determined by a DM. Prior to 4th edition, I liked to run combats with large numbers of Orcs and Goblins at higher levels. Other DM's prefered to use just one or two larger and more dangerous monsters. Neither approach is wrong, but each approach will affect what sort of gear and splatbooks the DM lets into his game. The game is then run accordingly. The same thing applies to walls and doors.</p><p></p><p>Some DMs do not mind the escalating arms race that certain players can introduce. If Bob the Powergamer wants to do Scry / Buff / Teleport / Murder tactics, the DM can start using NPC's that use contingency spells tied to 'an enemy teleports into my general area' to trigger an anti-magic shell with a 10 foot radius surrounded by a wall of force with a radius of 10 foot + 1 inch. Or do whatever else the DM wants. Other DM's may want to at least have the option of having a in game plausible explanation for why Goblins have not been totally annihilated by adventurers.</p><p></p><p>The scope and power of the players in any game of any edition of D&D is ultimately determined by what the DM is willing to tolerate and run. I expect that the ultimate goal of 5th edition is to allow both types of games to be run within the same system of rules. There is no reason why the power level you expect of a high level game wont be possible in 5th edition. At worst, it may not be possible out of the box and require an additional rules module or two.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5960961, member: 704"] I think your fixated on the wrong detail with respect to the DC examples. One of the issues with 4th edition is that weak monsters lost utility too quickly due to the rate at which the attack bonus and armour class values increased. This also affected skill DC's and it made it tricky to adapt certain background elements in any given adventure. The fix to this is presumably a reduction in the rate at which a characters power will increase. That in turn created a situation where things that ought to be a bit more mundane had to be amped up to stay balanced for the current party level. If the DM wants to use a mundane iron bound door as a non trivial obstacle for paragon level characters, he is wasting his time. If he is using an adamantine door, its kind of putting too much adamantine stuff out into the world. Even for a game with the mechanical emphasis of 4th Edition, that will cause logistical problems. Now, as for believing that past a certain point in character power advancements, mere doors and walls should not be an obstacle worth considering, that is a valid point of view. However, that is also something that needs to be determined by a DM. Prior to 4th edition, I liked to run combats with large numbers of Orcs and Goblins at higher levels. Other DM's prefered to use just one or two larger and more dangerous monsters. Neither approach is wrong, but each approach will affect what sort of gear and splatbooks the DM lets into his game. The game is then run accordingly. The same thing applies to walls and doors. Some DMs do not mind the escalating arms race that certain players can introduce. If Bob the Powergamer wants to do Scry / Buff / Teleport / Murder tactics, the DM can start using NPC's that use contingency spells tied to 'an enemy teleports into my general area' to trigger an anti-magic shell with a 10 foot radius surrounded by a wall of force with a radius of 10 foot + 1 inch. Or do whatever else the DM wants. Other DM's may want to at least have the option of having a in game plausible explanation for why Goblins have not been totally annihilated by adventurers. The scope and power of the players in any game of any edition of D&D is ultimately determined by what the DM is willing to tolerate and run. I expect that the ultimate goal of 5th edition is to allow both types of games to be run within the same system of rules. There is no reason why the power level you expect of a high level game wont be possible in 5th edition. At worst, it may not be possible out of the box and require an additional rules module or two. END COMMUNICATION [/QUOTE]
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