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The talismanic lure of high levels
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<blockquote data-quote="hong" data-source="post: 1424301" data-attributes="member: 537"><p>I'm unaware of any CR 10 obstacle that would require DC 43. Spotting an invisible creature 20 feet away is DC 24. Following tracks that are a week old, over hard ground, is a base DC of 27. Crafting a complex or superior item is DC 20. Opening a good lock is DC 30.</p><p></p><p>Further, boosting skills is, by the book, a relatively inexpensive process. There's a 12th level character IMC who has Spot +26. Even if you limit item bonuses to +5 max, a rogue with 18 Dex (reasonable enough at 10th level) and a cloak of elvenkind would have Hide +22.</p><p></p><p>The more extreme skill DCs get, the more removed from reality the tasks are. Since one of the aims that many people who like "low magic" seem to have is to get the game to a closer version of reality, not being able to hit these extreme DCs is entirely reasonable.</p><p></p><p>Now _you_ may have an entirely different vision of "low magic" to everyone else, one that still requires people to be able to do funky things with skills. And in your case, I have an entirely different solution for you ([spoiler]imbued magic[/spoiler]), but let's not hijack the thread.</p><p></p><p></p><p></p><p>A typical 1st level orc warrior has an attack bonus of +3. A fighter in full plate and large shield already has AC 20, and with minimal boosting can get that up to 23 or higher. Such a character is effectively invulnerable to orcs.</p><p></p><p>The power difference between 1st and 10th level is _vast_. I've chucked big orc mobs at my group when they were 7th-10th level, and they cut through them like a hot knife through butter. The only things that slowed them down were the ogres with fighter and barb levels. Even the 2nd level "elite" orcs didn't do much, except take two hits to die instead of one, and that only because my hit point house rules give mooks more toughness to start with.</p><p></p><p></p><p></p><p>Since the people who want extra skills and feats seem to want these to "round out" their character in terms of personality, background skills, and so forth, this should not be a problem. You may have 5 extra feats, but they're all spent on +2 to Diplomacy/Intimidate, +2 to Hide/Move Silently, +2 to Bluff/Sleight of Hand, etc. It may increase a character's _flexibility_, but for any given challenge, it shouldn't impact their _power_ that much. Unless these people are really saying they want more powerups to munch out their PCs, of course.</p><p></p><p></p><p></p><p>Well, heck, I could just drop all spellcasting PCs from my game too. That would be the easiest way to make it "low magic".</p></blockquote><p></p>
[QUOTE="hong, post: 1424301, member: 537"] I'm unaware of any CR 10 obstacle that would require DC 43. Spotting an invisible creature 20 feet away is DC 24. Following tracks that are a week old, over hard ground, is a base DC of 27. Crafting a complex or superior item is DC 20. Opening a good lock is DC 30. Further, boosting skills is, by the book, a relatively inexpensive process. There's a 12th level character IMC who has Spot +26. Even if you limit item bonuses to +5 max, a rogue with 18 Dex (reasonable enough at 10th level) and a cloak of elvenkind would have Hide +22. The more extreme skill DCs get, the more removed from reality the tasks are. Since one of the aims that many people who like "low magic" seem to have is to get the game to a closer version of reality, not being able to hit these extreme DCs is entirely reasonable. Now _you_ may have an entirely different vision of "low magic" to everyone else, one that still requires people to be able to do funky things with skills. And in your case, I have an entirely different solution for you ([spoiler]imbued magic[/spoiler]), but let's not hijack the thread. A typical 1st level orc warrior has an attack bonus of +3. A fighter in full plate and large shield already has AC 20, and with minimal boosting can get that up to 23 or higher. Such a character is effectively invulnerable to orcs. The power difference between 1st and 10th level is _vast_. I've chucked big orc mobs at my group when they were 7th-10th level, and they cut through them like a hot knife through butter. The only things that slowed them down were the ogres with fighter and barb levels. Even the 2nd level "elite" orcs didn't do much, except take two hits to die instead of one, and that only because my hit point house rules give mooks more toughness to start with. Since the people who want extra skills and feats seem to want these to "round out" their character in terms of personality, background skills, and so forth, this should not be a problem. You may have 5 extra feats, but they're all spent on +2 to Diplomacy/Intimidate, +2 to Hide/Move Silently, +2 to Bluff/Sleight of Hand, etc. It may increase a character's _flexibility_, but for any given challenge, it shouldn't impact their _power_ that much. Unless these people are really saying they want more powerups to munch out their PCs, of course. Well, heck, I could just drop all spellcasting PCs from my game too. That would be the easiest way to make it "low magic". [/QUOTE]
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