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General Tabletop Discussion
*Pathfinder & Starfinder
The Tragedy of Flat Math
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6008092" data-attributes="member: 82106"><p>Exactly. While AD&D <em>technically</em> has higher level monsters with fairly mundane ACs these monsters are neither a threat at-level nor do they appear much in adventures at-level either. When they do show up they're virtually minions, like the dozens of giants you run into in each of the G series modules, which are close to no threat to the PCs most of the time. The 'named' figures invariably have significantly better ACs. A level 11 fighter may well hit AC0 on an 9, but notice that named figures in even the early modules at that level are sporting ACs in at least the small negative digits. Boss monsters? Basically almost never hit on less than a 15 at any level, and usually its harder than that at low levels.</p><p></p><p>So, yes, there's a trend, a certain category of monsters effectively become cannon fodder at high level, but the rest still stick in the "it isn't that easy to hit this" range. Some monsters can fill both niches, like a giant that can be a boss against lower level PCs and reasonably hard to hit, but then may be nothing but a speed bump a few levels later. </p><p></p><p>In any case, the underlying point here is still that math has never been anywhere near flat in D&D, and 4e is actually the flattest it has ever been. </p><p></p><p>I have to agree with Pemerton too, the math just gets out of the way in 4e. I like that. Nobody really thinks about it, except the DM may consider a few AC tweaks during encounter design perhaps, and a player will probably think about getting an attack bonus when he's leveling up his PC. Sure, you could do away with even those considerations, but I'm very much not sure it is a good idea.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6008092, member: 82106"] Exactly. While AD&D [I]technically[/I] has higher level monsters with fairly mundane ACs these monsters are neither a threat at-level nor do they appear much in adventures at-level either. When they do show up they're virtually minions, like the dozens of giants you run into in each of the G series modules, which are close to no threat to the PCs most of the time. The 'named' figures invariably have significantly better ACs. A level 11 fighter may well hit AC0 on an 9, but notice that named figures in even the early modules at that level are sporting ACs in at least the small negative digits. Boss monsters? Basically almost never hit on less than a 15 at any level, and usually its harder than that at low levels. So, yes, there's a trend, a certain category of monsters effectively become cannon fodder at high level, but the rest still stick in the "it isn't that easy to hit this" range. Some monsters can fill both niches, like a giant that can be a boss against lower level PCs and reasonably hard to hit, but then may be nothing but a speed bump a few levels later. In any case, the underlying point here is still that math has never been anywhere near flat in D&D, and 4e is actually the flattest it has ever been. I have to agree with Pemerton too, the math just gets out of the way in 4e. I like that. Nobody really thinks about it, except the DM may consider a few AC tweaks during encounter design perhaps, and a player will probably think about getting an attack bonus when he's leveling up his PC. Sure, you could do away with even those considerations, but I'm very much not sure it is a good idea. [/QUOTE]
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The Tragedy of Flat Math
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