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The Tragedy of Flat Math
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<blockquote data-quote="bbjore" data-source="post: 6006242" data-attributes="member: 27539"><p>The advantage is that having a better chance of hitting a static DC as you get more experienced (level) is an easy to graps intuitive mechanic. It makes sense. As my fighter gets better at fighting, it is easier to for him to hit opponents that aren't getting better. It is intuitive that a 20th level fighter hits harder, more accurately, and is harder to hit than a 1st level fighter, because it has a clear analogs to our reality. A professional football player hits harder, throws more accurately, and is harder to tackle than a highschool football player or someone who has never played football at all.</p><p></p><p>The advantage of keeping monster attack and defenses similar to PC defenses on at at level basis is that it makes for well balanced encounters, and it is also intuitive. When you have to professional football teams match up (both sides roughly the same level), they can enjoy competing on a level playing field. You don't watch professional football players stomp the crap out of high school teams because it's not fun. So don't waste a lot of time playing out those encounters, just like in 3E you didn't have 20th level PCs playing against plain old kobolds.</p><p></p><p>It's not about feeding egos, it's about intuitive advancement. Creating relative differences in accuracy between the guys who are supposed to be really good at something, and the ones who aren't. Furthermore, in 4E, not all encounters are at level. In fact monster level should vary considerably, and of solo, elite, and minion mechanics should be used to make monsters work at different levels. Hobgoblins are elite at level 3, standard at level 6, and minions at lvl 12 and above. The monsters always have a chance of hitting, but the threat is diminished. It solves the same problem as bounded accuracy, it just does so in a different manner. They chose it because it makes for great at-level encounters. The problem is that it is unintuitive monster design. The same monster has different stats depending on who it is facing. This is jarring for people who want the game world to work the same for every creature. Pick where the intuitive mechanic is most important to you or where you're willing to accept distractions, but don't pretend there aren't advantages to either side.</p><p></p><p>On another note, PC of the same level had similar accuracy and defenses again, because they were similarly skilled. They used different methods to obtain those stats, but the stats were similar because the PCs were of a similar level. If the mage was considerably more accurate with his spells than the fighter was with his weapon, why would they be the same level?</p><p></p><p>Personally, I think 4E went to far with the scaling, but I don't think scaling should go away. I'm all for reigning it in (bounding it), and I think the +0 to +12 spread they got going now is pretty awesome. I hope they do the same for defenses so a fighter gets slightly better at avoiding being hit as he becomes more experienced just like he fighter gets small bumps in accuracy.</p></blockquote><p></p>
[QUOTE="bbjore, post: 6006242, member: 27539"] The advantage is that having a better chance of hitting a static DC as you get more experienced (level) is an easy to graps intuitive mechanic. It makes sense. As my fighter gets better at fighting, it is easier to for him to hit opponents that aren't getting better. It is intuitive that a 20th level fighter hits harder, more accurately, and is harder to hit than a 1st level fighter, because it has a clear analogs to our reality. A professional football player hits harder, throws more accurately, and is harder to tackle than a highschool football player or someone who has never played football at all. The advantage of keeping monster attack and defenses similar to PC defenses on at at level basis is that it makes for well balanced encounters, and it is also intuitive. When you have to professional football teams match up (both sides roughly the same level), they can enjoy competing on a level playing field. You don't watch professional football players stomp the crap out of high school teams because it's not fun. So don't waste a lot of time playing out those encounters, just like in 3E you didn't have 20th level PCs playing against plain old kobolds. It's not about feeding egos, it's about intuitive advancement. Creating relative differences in accuracy between the guys who are supposed to be really good at something, and the ones who aren't. Furthermore, in 4E, not all encounters are at level. In fact monster level should vary considerably, and of solo, elite, and minion mechanics should be used to make monsters work at different levels. Hobgoblins are elite at level 3, standard at level 6, and minions at lvl 12 and above. The monsters always have a chance of hitting, but the threat is diminished. It solves the same problem as bounded accuracy, it just does so in a different manner. They chose it because it makes for great at-level encounters. The problem is that it is unintuitive monster design. The same monster has different stats depending on who it is facing. This is jarring for people who want the game world to work the same for every creature. Pick where the intuitive mechanic is most important to you or where you're willing to accept distractions, but don't pretend there aren't advantages to either side. On another note, PC of the same level had similar accuracy and defenses again, because they were similarly skilled. They used different methods to obtain those stats, but the stats were similar because the PCs were of a similar level. If the mage was considerably more accurate with his spells than the fighter was with his weapon, why would they be the same level? Personally, I think 4E went to far with the scaling, but I don't think scaling should go away. I'm all for reigning it in (bounding it), and I think the +0 to +12 spread they got going now is pretty awesome. I hope they do the same for defenses so a fighter gets slightly better at avoiding being hit as he becomes more experienced just like he fighter gets small bumps in accuracy. [/QUOTE]
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