AbdulAlhazred
Legend
This is non-sense. Please, go get a copy of a 4e DMG and read it. There's a frigging table, which IIRC is on around page 60-something where the DCs for breaking down doors made of different materials is listed. Nowhere is level even mentioned either. It just says "a wooden door is DC X, an iron door is DC Y, and an adamantium door is DC Z." There's no difference between 4e and 3e in this regard and anyone who says there is is making a fool of himself, lol.Agreed, and it probably is 4e's greatest design flaw as a game*.
4e presented a lot of rules, and told you to make up the fluff that went along with it. Even with things like knocking ochre jellies prone or martial dailies, the biggest offender was the DC system. I have no idea why a door in a level 1 dungeon is DC 13, while one in a level 8 dungeon is DC 20 other than to account for 1/2 level math.
In 3e, if I want a more solid door, I look at the table for the different types of doors and select the one that either makes the most sense or makes the best adventure. In 4e, I select the level of the challenge to set the DC and then justify why its that high. Is it adamantine? Is it superior dwarven craftsmanship? No answer is given, so I get to pick one or it goes un-explained and the PCs wonder why its getting harder to bash down doors in the new dungeon.
From a DM's perspective, I'd rather the rules try to model the game's reality than have to justify their existence. Put another way, I'd rather look up an adamantine door and see its bash DC is 26 than look up a level 8 challenge, see the door DC should be 26, and have to decide that its adamantine. The former feels consistent, the latter arbitrary.
* That is, taken on its whole against other RPGs. Against other forms of D&D, I can count a number of greater failings, but that's neither here nor there.
Here's the problem, the 'latter' is exactly what you do as an adventure designer. You're always faced with deciding how you're going to describe elements in the adventure. Logically for a given capability of protagonist (IE level of adventure you're building) you will need to pick appropriately challenging elements. The monsters, hazards, and terrain, and their associated DCs, will cluster around the selected level. You might also have some elements that are very different levels if your story benefits from them (IE an unopenable adamantine door in a level 2 dungeon, find the key or pack it up).
I don't understand this sentiment that 4e has to constantly explain itself either. Neither 3.x nor AD&D ever stated this kind of thing. The concept should be obvious to anyone reading the door charts, wandering monster tables, whatever from the different editions. There's a graded scale of challenges, and there's a graded scale of PC capability. What would be more obvious than that they match up to each other. Never in the history of D&D have the game's various authors needed to state this utterly blindingly obvious fact.