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<blockquote data-quote="BryonD" data-source="post: 6327403" data-attributes="member: 957"><p>The idea that the nimble thief can expect to have a good chance of leaping clear of something while the massive warrior in heavy armor is going to need a wild swing of fate to get out of the way is a good reason.</p><p>The idea that the masterful wizard can expect to shrug off mystic attacks while the massive warrior is expected to agree that these are not the droids he is looking for is a good reason.</p><p>The idea that the massive warrior can withstand a brutal physical assault that only a a wild whim of fate would save the rogue and wizard from is a good reason.</p><p></p><p>The narrative space includes a lot of options for terrible threats to one character concept that are not all that scary to another character concept. That is a good reason.</p><p></p><p>The chance for a fighter to avoid a fireball should be based on the narrative concept of the fireball and the narrative concept of the fighter. It has nothing to do with a rogue who may or may not be present.</p><p></p><p>The chance for a rogue to avoid a fireball should be based on the narrative concept of the fireball and the narrative concept of the rogue. It has nothing to do with a fighter who may or may not be present.</p><p></p><p>When the mechanics arbitrarily state that the ability of the fighter to avoid the fireball is implicitly connected to the ability of the rogue to avoid the fireball then a narrative nonsense has taken over. This is a good reason.</p><p></p><p>Now, I do realize that these reasons produce a completely unsatisfactory gaming experience for you (and others). But the reasons still exist. </p><p>I'm not looking to put words in anyone's mouth, but as I understand it, a sense of implicit fairness and equal opportunity in most all situations is one of the elements on a list of things that 4E fans like about it. I respect that. </p><p></p><p>I also respect that WotC promised to deliver play styles that feel like any edition. This is (among many other things) fundamental to 4E. They should provide a way to solve this for you.</p><p></p><p>But there are really good reasons "for the gap between good saves and bad saves to increase so substantially vs. at-level foes". Really good reasons. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BryonD, post: 6327403, member: 957"] The idea that the nimble thief can expect to have a good chance of leaping clear of something while the massive warrior in heavy armor is going to need a wild swing of fate to get out of the way is a good reason. The idea that the masterful wizard can expect to shrug off mystic attacks while the massive warrior is expected to agree that these are not the droids he is looking for is a good reason. The idea that the massive warrior can withstand a brutal physical assault that only a a wild whim of fate would save the rogue and wizard from is a good reason. The narrative space includes a lot of options for terrible threats to one character concept that are not all that scary to another character concept. That is a good reason. The chance for a fighter to avoid a fireball should be based on the narrative concept of the fireball and the narrative concept of the fighter. It has nothing to do with a rogue who may or may not be present. The chance for a rogue to avoid a fireball should be based on the narrative concept of the fireball and the narrative concept of the rogue. It has nothing to do with a fighter who may or may not be present. When the mechanics arbitrarily state that the ability of the fighter to avoid the fireball is implicitly connected to the ability of the rogue to avoid the fireball then a narrative nonsense has taken over. This is a good reason. Now, I do realize that these reasons produce a completely unsatisfactory gaming experience for you (and others). But the reasons still exist. I'm not looking to put words in anyone's mouth, but as I understand it, a sense of implicit fairness and equal opportunity in most all situations is one of the elements on a list of things that 4E fans like about it. I respect that. I also respect that WotC promised to deliver play styles that feel like any edition. This is (among many other things) fundamental to 4E. They should provide a way to solve this for you. But there are really good reasons "for the gap between good saves and bad saves to increase so substantially vs. at-level foes". Really good reasons. :) [/QUOTE]
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