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<blockquote data-quote="Skyscraper" data-source="post: 5696191" data-attributes="member: 48518"><p>In 4E you do get the relative advancement you had in previous version of D&D, but it lasts only for a few levels and then it gradually disolves. The DMG states, and the entire 4E is designed, to avoid PCs being pitted against opponents of more than 5 levels over or under the PC levels. Once you're beyond that point, the PCs are expected to meet minions or solos or elites. That's how the mechanics work.</p><p></p><p>So while I agree that progression in power as you level is certainly fun and rewarding, the 4E level-dependent progression is a total illusion since as you level up, your opponens on average "level up" at the same rate and you end up having a relative attack vs. defense value that is equivalent at all levels, on average. The opponent that aims to hit you with any attack will need approximately the same value on his d20 roll, on average, at any level.</p><p></p><p>In older versions that wasn't true. It came with fun and not so fun consequences, but it was certainly not the same. When you met a flesh golem, it was easy to hit (AC 9) whatever level you were at. Adventure design did not tell you to use flesh golems only at a given level, and flesh golem defenses were not detemrined to allow PCs to hit with a 10 on their d20 on average. (Again, you can disagree with how the mechanics worked.)</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5696191, member: 48518"] In 4E you do get the relative advancement you had in previous version of D&D, but it lasts only for a few levels and then it gradually disolves. The DMG states, and the entire 4E is designed, to avoid PCs being pitted against opponents of more than 5 levels over or under the PC levels. Once you're beyond that point, the PCs are expected to meet minions or solos or elites. That's how the mechanics work. So while I agree that progression in power as you level is certainly fun and rewarding, the 4E level-dependent progression is a total illusion since as you level up, your opponens on average "level up" at the same rate and you end up having a relative attack vs. defense value that is equivalent at all levels, on average. The opponent that aims to hit you with any attack will need approximately the same value on his d20 roll, on average, at any level. In older versions that wasn't true. It came with fun and not so fun consequences, but it was certainly not the same. When you met a flesh golem, it was easy to hit (AC 9) whatever level you were at. Adventure design did not tell you to use flesh golems only at a given level, and flesh golem defenses were not detemrined to allow PCs to hit with a 10 on their d20 on average. (Again, you can disagree with how the mechanics worked.) [/QUOTE]
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