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The Tragedy of Flat Math
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6006973" data-attributes="member: 82106"><p>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.</p><p></p><p></p><p>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). </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6006973, member: 82106"] 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. 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. [/QUOTE]
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