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General Tabletop Discussion
*Pathfinder & Starfinder
Unintended(?) Consequence of No More X-Mas Tree?
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<blockquote data-quote="Raven Crowking" data-source="post: 3919782" data-attributes="member: 18280"><p>Not sure what the relevance of this is supposed to be.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Surely this information is in the PHB. If you have no PHB, it is in the SRD.</p><p></p><p></p><p></p><p>After <em>every</em> combat? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>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.</p><p></p><p>Eliminate easy access to magical healing, and no monster becomes irrelevant.</p><p></p><p>You may think that having realistic consequences to combat are unfun, or wrongbadfun, but please do not confuse this with unbalanced.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3919782, member: 18280"] Not sure what the relevance of this is supposed to be. 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. Surely this information is in the PHB. If you have no PHB, it is in the SRD. After [i]every[/i] combat? :confused: 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. 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 [/QUOTE]
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