So far, folks seem to be dancing around the notion of Boss as a unique mechanic.
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The argument seems to be around the mechanic of marking a foe as Boss, when that should be a mechanical outcome of the level difference. In other words, that an Ogre should mechanically "work out" as a boss for first level players but be a more normal opponent to third level players, and a minion to 10'th level players. There's nothing in the normal scaling (HP, AC, AB, &etc) to make that work.
Agreed.
Not every game has an action economy of the D&D sort. In some games, for example, additional actions can be generated by taking penalties to the associated rolls (both Rolemaster and HARP have elements of this, for example). Under such a design, scaling bonuses
can produce the additional actions necessary for effective "boss" monsters.
But D&D, with its strict action economy, needs effective "boss" monsters to scale in that dimension also.
Really, what the different between +6 atk vs. 18 AC and +21 atk vs. 33 AC?
None. That's why, upthread, I posted this:
Provided you mostly use opponents of around the PCs' level, 4e is a pretty flat maths game.
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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.
To add to that last clause: I think D&Dnext will use flatter maths than 3E, but not as flat as 4e played in accordance with the encounter design guidelines. In this respect, I think it will be closer to B/X or AD&D.
4e's "everything advances at 1/2 level" was an illusion of math.
Granted, it did allow you to pretty much own lower level opponents because your bonuses really did advance relative to theirs. However, chances are DMs are/were throwing appropriately leveled minions at you instead of lower level critters undermining that feature.
It's not an illusion if everyone can see through it. The point of the +1/2 per level is, quite obviously,
not to change the maths of action resolution. It's to drive the story in a certain direction: the PCs start fighting goblins and end up fighting Orcus, Demogorgon or Lolth.
All this proves to me is that the inflated math is there to feed Player ego and powergaming fantasies.
Is there an advantage to increasing the bonuses when the 50/50 hit ratio is constant?
Yes. In conjunction with the published monsters, it drives the story in a certain direction. There may or may not be powergaming fantasies, but they play out in the fiction, not in the action resolution, which in its basics doesn't change fundamentally between 1st and 30th level (though in certain ways it becomes more complex: more complex PC builds with levelling, more complex status effects (eg blinded, removed from game), etc).
If the end result is I need to roll a "9" to smack someone, does it matter if the attack is +5 or +25, bigger numbers are just unnecessary bloat.
Not "unnecessary", though perhaps "not desired by all". The effect of scaling in 4e isn't to change the odds of hitting. It's to drive the story in a certain direction.
Fifteen points of unnecessary bonuses all to end up with the same chances of success.
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I don't want completely flat math. But flatter than the present method sounds pretty good to me.
Again, the bonuses have a purpose - to drive the story in a certain direction (assuming that the GM uses the published monsters more-or-less as published). And as I said above, D&Dnext will have maths that is
not as flat as 4e's in the functional sense (4e maths is very flat when the encounter building guidelines are followed). Part of the design goals of D&Dnext is that changes in the PC's numbers are meant to change the odds of success in the action resolution mechanics - otherwise, +X weapons would be factored into "the maths", whereas we have already been told that they won't be.
4e presented a lot of rules, and told you to make up the fluff that went along with it.
That's not entirely how I'd describe it - eg the use of "fluff" has pejorative overtones, whereas the whole point of 4e is that the thematic weight of the game is carried by the fiction as expressed by the mechanics, and not by the mechanics themselves (eg we know the PCs are getting tougher because they are now fighting mind flayers rather than kobolds - the process of action resolution on its own, divorced from the fiction, doesn't reveal this). In this respect it resembles two foundational indie games - Maelstrom Storytelling and HeroWars/Quest - which is further evidence in favour of my contention that of all versions of D&D 4e is the closest to modern indie RPGs. Whereas D&Dnext is clearly turning in a more traditional direction.