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Community
General Tabletop Discussion
*Dungeons & Dragons
What conceits are necessary for 5E world design?
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<blockquote data-quote="Gadget" data-source="post: 6294642" data-attributes="member: 23716"><p>I'm curious about this statement. I don't see why the local hedge wizard needs to be 10th level just because the men-at-arms are. Especially if the the DM has decided that magic users of all stripes are exceedingly rare compared to other adventuring types in the campaign world (PCs excluded). I agree that the 'arms race' was a problem, but I found it to be much more contained in 4e than 3e (except for perhaps the general greater durability of 4e characters at low levels). 4e made strides to reduce the 'arms race' by limiting stacking, (big three instead of big six) the layering of so many spell effects (scry and fry or Save or Die/suck as well), providing the inherent bonus option as an alternative to magic item bonuses, representing lower level threats as higher level minions (admittedly a very hit or miss solution). For me, the ability to build and represent NPCs using a different system than the PC's was a great boon in this regard. Need the local priestess to have the raise dead ritual, but don't want to have her be a high level adventurer that would be better qualified than the PC's to handle the <evil threat>? Sure thing. Done. Maybe the encounter with the town men-at-arms could be played as a hail of arrows crossbow bolt that a skill challenge is needed to avoid or make it through; or the men-at-arms could be represented using the swarm rules to hinder the PCs. Admittedly, these type of solutions only work to a point (but I appreciated some of the greater flexibility afforded in 4e). After a certain level, PCs just can't be bothered, and I'm pleased the 5e's bounded accuracy seems to have mitigated it to a greater degree than other editions.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6294642, member: 23716"] I'm curious about this statement. I don't see why the local hedge wizard needs to be 10th level just because the men-at-arms are. Especially if the the DM has decided that magic users of all stripes are exceedingly rare compared to other adventuring types in the campaign world (PCs excluded). I agree that the 'arms race' was a problem, but I found it to be much more contained in 4e than 3e (except for perhaps the general greater durability of 4e characters at low levels). 4e made strides to reduce the 'arms race' by limiting stacking, (big three instead of big six) the layering of so many spell effects (scry and fry or Save or Die/suck as well), providing the inherent bonus option as an alternative to magic item bonuses, representing lower level threats as higher level minions (admittedly a very hit or miss solution). For me, the ability to build and represent NPCs using a different system than the PC's was a great boon in this regard. Need the local priestess to have the raise dead ritual, but don't want to have her be a high level adventurer that would be better qualified than the PC's to handle the <evil threat>? Sure thing. Done. Maybe the encounter with the town men-at-arms could be played as a hail of arrows crossbow bolt that a skill challenge is needed to avoid or make it through; or the men-at-arms could be represented using the swarm rules to hinder the PCs. Admittedly, these type of solutions only work to a point (but I appreciated some of the greater flexibility afforded in 4e). After a certain level, PCs just can't be bothered, and I'm pleased the 5e's bounded accuracy seems to have mitigated it to a greater degree than other editions. [/QUOTE]
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What conceits are necessary for 5E world design?
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