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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Slow Death of Epic Tier
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<blockquote data-quote="pemerton" data-source="post: 5393298" data-attributes="member: 42582"><p>I see the situation somewhat differently, but the upshot is much the same.</p><p></p><p>I don't think we have to take the numbers if 4e literally. That is, something with 1000 hp isn't necessarily 10 times as tough/lucky as something with 100 hp. Mechanically, a PC with a +10 to hit will hit a monster with AC 26 only half as often as a monster with AC 21, but it doesn't follow that in the gameworld the first monster has armour/skin twice as resilient as the second. In the gameworld <em>as it is actually revealed in the course of play</em> it will be comparatively rarely that a single PC interacts simultaneously with these two monsters (lets say the PC is a 4th level fighter, the first monster an 8th level elite soldier built pre-MM2 and the second a 5th level soldier - this is a conceivable but infrequent encounter), and the statistical relation between the two ACs will be fairly unlikely to emerge at a much more fine-grained level than "Gee, that first guy was pretty tough".</p><p></p><p>So the numbers don't have to be taken to indicate the reality of the gameworld. But what they do do (unless a fair bit of work is done by the GM) is force a certain sequence of long-term play, as some monsters and other challenges (rough walls, shallow pits) become less and less mechanically suitable as challenges for the PCs, and others become more suitable.</p><p></p><p>And at this point, those new challenges have to be made to fit into the story of the campaign. Which might be difficult if they were not previously in evidence. Which is why I think that, if you want the game to go to Epic, you have to start building in the key themes - the gods, the mythically-grounded significance of the other planes, etc - from the start.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5393298, member: 42582"] I see the situation somewhat differently, but the upshot is much the same. I don't think we have to take the numbers if 4e literally. That is, something with 1000 hp isn't necessarily 10 times as tough/lucky as something with 100 hp. Mechanically, a PC with a +10 to hit will hit a monster with AC 26 only half as often as a monster with AC 21, but it doesn't follow that in the gameworld the first monster has armour/skin twice as resilient as the second. In the gameworld [I]as it is actually revealed in the course of play[/I] it will be comparatively rarely that a single PC interacts simultaneously with these two monsters (lets say the PC is a 4th level fighter, the first monster an 8th level elite soldier built pre-MM2 and the second a 5th level soldier - this is a conceivable but infrequent encounter), and the statistical relation between the two ACs will be fairly unlikely to emerge at a much more fine-grained level than "Gee, that first guy was pretty tough". So the numbers don't have to be taken to indicate the reality of the gameworld. But what they do do (unless a fair bit of work is done by the GM) is force a certain sequence of long-term play, as some monsters and other challenges (rough walls, shallow pits) become less and less mechanically suitable as challenges for the PCs, and others become more suitable. And at this point, those new challenges have to be made to fit into the story of the campaign. Which might be difficult if they were not previously in evidence. Which is why I think that, if you want the game to go to Epic, you have to start building in the key themes - the gods, the mythically-grounded significance of the other planes, etc - from the start. [/QUOTE]
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The Slow Death of Epic Tier
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