Wulf Ratbane
Adventurer
BryonD said:I disagree that these are problematic.
I've never had a problem with the fighters having things easy in fights.
Easily hitting the hulking beast that is literally the broad side of a barn, only with giant teeth and a boatload of HP is a feature, not a bug.
Swatting down mooks by the dozen is a feature, not a bug.
Making the wizard's eyes get as big as saucers and go "Damn! That was impressive!! But can you do THIS!!??!!??" is a feature, not a bug.
Throwing in foes with an AC that requires a decent roll from the fighter and forces the wizard to come up with an idea better than hit it with a stick is not a problem whenever desired.
I like all of the above and would not look well on a rule that infringed upon them.
That misses the point of the "sweet spot" entirely.
The "sweet spot feel" is determined by the ratio of successes to failures. Always succeeding and/or always failing, such as occurs when the d20 is overwhelmed by the bonuses involved, throws out that ratio. The sweet spot is that very specific feeling that is generated by exactly the right ratio of success, failure, risk, reward-- making or missing a roll by "just this much."
One could sum up the entirely of your post as, "I don't think there's such a thing as a sweet spot."
And that's fine.
You're also saying that you enjoy the game of absolutes. That's also fine-- but a matter of taste.
You're also pretty much saying that you're perfectly content to play d20 without the d20, letting the fighters always succeed at the things they are good at, always letting the wizards succeed at the things they are good at, and vice versa for failures. You've described a very different but nevertheless viable game where the only determining factor is in describing the "right" decision that is in character.
That is exactly what happens in high level play. The entire feel and philosophy of the game changes.
Which is exactly what I was addressing (ie, "Why does the sweet spot end where it does?")