Raven Crowking
First Post
Njall said:It depends. In the context of this game, I'd say that "balance" doesn't mean "2 minutes of combat and 6 days of rest", for example. Or that it doesn't mean "make a DC 31 fort Saving throw or die. Too bad you'd only succeed on a 20, even though it's your good saving throw.".
Not sure what the relevance of this is supposed to be.
In other words, both pc and monsters should have a decent % to overcome what the rules deem a commensurate challenge, and the PCs should be rewarded accordingly if they do.
Not sure I agree with this, either. There is nothing unbalanced or wrongbadfun about making gaining levels harder the higher level you are. As you get closer to the pinnacle of achievement, it is harder to surpass where you are. This is not unlike increasing velocity -- the faster you are going, the harder it is to go even faster.
Show me how AC compares to BAB at high level, without magic. Show me how saving throws compare to DCs.
Surely this information is in the PHB. If you have no PHB, it is in the SRD.
Show me how you can run a mid to high level campaign without healing magic being common and without spending 3 days in bed after every combat, and you might have a point.
After every combat?

That's pretty bloody simple, isn't it? If you know that you cannot get healed magically on a regular basis, then any level of attrition becomes more significant. As a result, seriously under-CRed opponents can still deal wounds which, while not significant in and of themselves, may become significant in the long term. As a result, one needs only populate a static world, where the CRs of things don't scale with the players (you'll find this option in your DMG) and allow the dice to fall where they may.
Eliminate easy access to magical healing, and no monster becomes irrelevant.
You may think that having realistic consequences to combat are unfun, or wrongbadfun, but please do not confuse this with unbalanced.
Why not? Crack open your DMG, page 135:
"The baseline campaign for the D&D game uses this "wealth by level" guideline as a basis for balance in adventures."
To me this reads a lot like "we call it a guideline, but you'd better follow it or balance is thrown out of whack".
Which makes it a guideline, and not a rule. And all it throws out of whack is the CR system, which many people (including the 4e designers) think is unbalanced in practice anyway, especially once one reaches higher levels.
RC