Here’s the hard part: spells and abilities that inflict status effects have to be nerfed against foes of relatively high level, somewhat like how classic spells such as Color Spray and Holy Word have effects that vary with HD. Alternatively, foes of relatively high level should have some kind of universal resistance to status effects.
What's important is that the math goes up slowly enough that low level monsters remain a threat to high level characters.
Wouldn't this be turning D&D into RuneQuest or Rolemaster, though? It would increase the "rocket tag" dimension at the expense of that classic "bucket of hit points" D&D vibe.Wouldn't that work just as well or even better if it was hit points that advance slowly, rather than attack/defence bonuses? That a kobold can hit me even when I'm a 15th level fighter is irrelevant if it does 5 points of damage and I've got 150 hps. If I only have 20 hit points, then it's rather more significant. Increased defensive/offensive ability would still make the characters better, but a kobold would still be a a threat.
Wouldn't this be turning D&D into RuneQuest or Rolemaster, though? It would increase the "rocket tag" dimension at the expense of that classic "bucket of hit points" D&D vibe.
That depends, doesn't it? If getting better makes the game more boring, then it isn't fun. Hence the pressure to scale AC with attack bonuses, so that there is still excitement and variability in combat.
Provided you mostly use opponents of around the PCs' level, 4e is a pretty flat maths game. Some people deride this as "a treadmill". My own view is that they somewhat miss what 4e is aiming at (eg via the device of "tiers"): the fun part of getting better in 4e isn't that the maths changes (it is flat, because of the uniformity and transparency of scaling); it's that the fiction changes. The fictional stakes become higher and more complex, although in many ways the mathematical stakes of action resolution remain largely the same throughout the game.
This is one of several respects in which 4e resembles some indie RPGs.
But I don't think 5e is going to resemble an indie RPG very much, and I therefore think it will not rely solely on the fiction to carry the weight of "getting better", and I therefore think that it won't use flat maths. Or get rid of +X weapons. Etc. Which may well mean that, even as your guy is getting better, the mechanical play of the game will get less rather than more exciting - though it's too early to judge that at this stage.
It's just rate of improvement is a lot slower than it used to be.
This isn't flat math -- it's flatter math. And that's fine with me.
-KS
Wouldn't that work just as well or even better if it was hit points that advance slowly, rather than attack/defence bonuses? That a kobold can hit me even when I'm a 15th level fighter is irrelevant if it does 5 points of damage and I've got 150 hps. If I only have 20 hit points, then it's rather more significant. Increased defensive/offensive ability would still make the characters better, but a kobold would still be a a threat.