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The skill system is one dimensional.
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<blockquote data-quote="Pedantic" data-source="post: 9098130" data-attributes="member: 6690965"><p>But this kind of advice isn't what I'm talking about. Under the sort of system I'd proposed above, player capability will scale to render some challenges obsolete, or trivial as player capacity increases. I'm suggesting less "throw DC 15 challenges like X, Y and Z at level 7 characters" and more "heists are most appropriate between levels X-Y, spacial obstacles like pits or spiked walls are no longer appropriate obstacles after level Z" and so on.</p><p></p><p>Not to get into the many failings of challenge ratings for combat encounters over the years, but the conceit they represent, of telling you roughly how hard a fight with some monsters should be at at a given level range, is something we should be applying more broadly to "challenges" as a whole. I think we've largely overcorrected and started doing it at the level of the individual task, which lead to dull, degenerate play as obstacles scale in difficulty to match player capability and produce rolls with fairly consistent chances of success (or the 5e alternative, where obstacles don't scale much at all). We sort of do it at the level of the adventure "For level 3-5 characters" but we should be trying to move it toward a better generic model of encounter design.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9098130, member: 6690965"] But this kind of advice isn't what I'm talking about. Under the sort of system I'd proposed above, player capability will scale to render some challenges obsolete, or trivial as player capacity increases. I'm suggesting less "throw DC 15 challenges like X, Y and Z at level 7 characters" and more "heists are most appropriate between levels X-Y, spacial obstacles like pits or spiked walls are no longer appropriate obstacles after level Z" and so on. Not to get into the many failings of challenge ratings for combat encounters over the years, but the conceit they represent, of telling you roughly how hard a fight with some monsters should be at at a given level range, is something we should be applying more broadly to "challenges" as a whole. I think we've largely overcorrected and started doing it at the level of the individual task, which lead to dull, degenerate play as obstacles scale in difficulty to match player capability and produce rolls with fairly consistent chances of success (or the 5e alternative, where obstacles don't scale much at all). We sort of do it at the level of the adventure "For level 3-5 characters" but we should be trying to move it toward a better generic model of encounter design. [/QUOTE]
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