JamesonCourage
Adventurer
I addressed this:Saying that a 1HD character can contribute meaningfully to combat by using Aid Another is somewhat...disingenuous. Okay, you've applied a whoppingp) +5 bonus to an attack roll or damage roll. That's very, ahem, well, you've contributed in some way that wasn't totally laughable.
Now it's time for the bad guys to act. What's your AC? 15? 20? Even the most min-maxed builds are going to top the scales at around 25 at first level (unless you're wielding a bunch of magical equipment). At which point, you're going to get hit by a stray arrow or spell or sword and die instantly. Best case scenario, the bad guy rolls low and you survive two rounds rather than one.
Not really contributing meaningfully, as I see it.
If that hit die 1 gave someone +2 to attacks with magic, then +3 with Leadership, then aided him for another +2 (with a -1 penalty on the bad guy now), then helped him flank for +1, it'd be a net swing of 9 (+8 good guy, -1 bad guy). When your passive attack bonus at hit die 15 is +15, that 9 swing is significant. To me, at least.
So, no, I don't think I was being disingenuous. As always, play what you likeIn the situation Hussar asked me about, that hit die 1 would be next to the bodyguard, giving him the bonus (which I mentioned for a reason). He'd step into the hit die 1's square and shield the hit die 1. The same goes for targeted Reflex spells aimed at him. And that's if the magician's magic item doesn't counterspell it (it gets one shot for free once per round) or he doesn't reactively throw up a protective ward on the guy (which he can overchannel, which is essentially casting for free).

Funny how that happens. But, again, my system can handle what you want as well.And we're right back where we were with the "Falling Damage" thread. You want a flatter game where high level characters are still essentially just better than low level characters. Your idea of a high level character can take on ten soldiers and win.
This depends on how you model gods. But, again, I was talking game theory, not method. You're stuck on my method, and I explicitly said that you didn't need to use my methods:My idea of a high level character is one that can take on ten thousand soldiers and win. Ok, that's hyperbole. But certainly a heck of a lot more than ten. I want high level characters that are truly mythic. A fifteenth level party facing a largely mundane castle guarded by low level soldiers blows open the front door, rips the heads off of anything that stands in their way and kicks the dog on the way out.
Because, to me, a high level party is challenging gods. Or, if not gods, then certainly powerful unique beings that are close enough to gods to see divinity on a clear day. It's Queen of the Demonweb Pits, it's Isle of the Ape (where in the first encounter, you're intended to wade through a couple of hundred axe wielding 1e Barbarians), it's the last three or four modules of any Paizo (3e D&D anyway) Adventure Path.
I explicitly mentioned that you don't need to follow my methods in order to make a level 1 be able to meaningfully contribute to a level 15 party. I was just saying that it's possible, and that it maybe it should be something 5e could accomplish. I am not advocating toning down power level of 5e (though I think make for an easier to balance system).It relates to game theory and what's in store for 5e. People claiming "a level 1 cannot meaningfully contribute to a level 15" are mistaken, in my mind. They can contribute, and it doesn't even need to be how I handled things (by toning down power, more or less; though to be fair, there was that PC in my game recently who was capable of wrestling dragons...).
That is, you can make a game where a level 1 character can make checks even on a gonzo scale (closer to 4e's default tiers) from level 1, allowing them to drive the story forward, especially if the math if flatter (as they've said they intend 5e to be) and the gap between a skill roll at level 1 and level 15 isn't vast.
Well, my flattened math is probably a lot less flat than 5e seems to be aimed towards, but we'll see, since they admittedly haven't spoken much about it yet. Flattened math doesn't have to leave you out in the cold at all, because you can have tremendously flat math and still have epic progression. It'd be harder to work, but it'd be workable. You'd just need to show what you're capable of at different levels (you can't be hurt by creatures 2 levels less than you unless they roll a natural 20, and the like), but again, that's just game theory.And, like we went through the last time with this, if you flatten the math to the point where it resembles your game, I'm left out in the cold. It takes a massive rewrite of D&D to get to the point of what you have. To the point where I'd pretty much say that whatever you're playing, it's not D&D (classless would be the first clue). It might be level based, but, just barely. It's closer to something like E6, where levels really don't matter a whole lot and the game is predicated on a campaign not radically changing from beginning to end.
(Besides, it's trivially easy to make hit die 15s immensely more survivable than hit die 5s: no more progressive penalties for being attacked more than once in a round. So, 100 arrows before would likely pincushion you, but now they just miss you, or you deflect them, or dodge them, or whatever. It's about as easy as adjusting the rate at which you recover healing surges, and would be exceptionally easy to include as an optional rule. But, this is a sidetrack, and really tangential to my point.)
Another side note: as I said, what you're describing, about going to other planes to fight gods and the like, can be addressed, as I did in my last post to you:
So, again, if you want to have big threats that only high level creatures can deal with, go for it. It's simply a play style issue, and it's entirely achievable in my system (which means other systems, with other means, could undoubtedly achieve that goal, too).(As a side note, I think you're also talking about what threats you go up against. Sure, you can take on 10 guys now, but they're still mundane soldiers, right? Yes, that's true. Well, you can also create creatures in a way that pretty much negate lower level creatures, if they're built to do so. Add high damage reduction, spell resistance, and the like, and boom! Balor, dragon, or some other monster than low hit die creatures can't deal with, but high hit die creatures can. If you want to move to new realms as you level up, then introduce magic items like "gate stones" or something to allow that movement, and have the party encounter bigger threats. You're describing a style of play that has more to do with preference than mechanics in my game, since it can cater to mundane threats or "big threats only powerful creatures can deal with" at higher level. As far as other mechanical differences, see above.)
I've seen such a creature in action in my RPG: the two-headed dragon that needed a specific poison to bypass its defenses. It passively healed some 36 damage per round, had 34 damage reduction, and had a spell resistance of 37. And that's when the two highest damage dealers passively dealt 1d10+21 and 3d10+22 damage. Just remove that weakness to poison, and it's impervious to damage and spells of low or even mid-level creatures. Put it on another "plane", start plane-hopping, and there you go. Heck, call it a demon lord.
This is a matter of play style, and a single game can be designed in such a way that it supports a similar style of play (fighting 10 guys instead of 1) or radically different (plane-hopping while fighting demon lords). It's not reliant on level 1 characters contributing to level 15s.But, rolling this back around to the OP and why do classes have to be balanced. I think this nicely encapsulates it. If you flatten the math to the point where 1st and 15th level are not significantly different, then you've balanced it one way - the campaign will not radically change through the entire campaign. OTOH, if you go the more traditional D&D route where play does radically change from one end of the scale to the other, then you have to make sure that balance is achieved at all points or it doesn't work.
However, I do think balance is important. I think it'll be tricky with their three pillar approach, so we'll see what happens. But yes, balance is very, very important, to me. As always, play what you like

Perhaps, and I'm okay with that. Like I said, it's pretty easy to get this to be the case with a variety of rules, even with flatter math. Math is a simple way to differentiate "tiers" of play since it does so naturally, by forcing a slow transition on the players.I GMed a 4e session yesterday for a party of 5 15th level PCs. [SNIP]
Anyway, to cut a long story short, at one stage the dwarven fighter was engaging two hobgoblin phalanxes (ie approx 80 skilled hobgoblin soldiers) on his own. [SNIP]
I think this is closer to the sort of thing that Hussar has in mind as typical of 15th level D&D.
Personally, I like a little more control over it, so that my one system can address whatever I need at the time. Am I playing a more gritty-style game? I'll use the optional rule where I take progressive penalties for more than one attack in a round (I'll assume that the more gonzo-leaning rule of no penalties is the default). If 5e is capable of giving that style of control, then I can have a game that allows for mundane soldiers to best me (Game of Thrones style), or something more highly fantastic (Wheel of Time, perhaps?).
But, I still hold that flatter math is one necessary component of that style of game. That, and control over how your character's resources are placed. This means potentially no gaining HP every level for people who want to trade it for something else, because part of their concept is being frail. Or, perhaps no bonus to attack (mandatory base attack bonus or +½ level) for those people who don't want to be good at attacking.
Will we see the flatter math? Maybe. Will we see that much control over your character's resources? Almost certainly not, since it's class-based. But, we'll see. There may be some sort of "fair swap" system. I do highly doubt it, but you never know.
My player who had the hit die 14 support character (bonuses via skill checks, aid another, magical aura, etc.) told me to tell Hussar something on this front. Let's just say that he... vehemently disagrees with your assessment (he told me to communicate that as politely as necessary for the boards). To diminish his contribution to the party is something that deeply irritates him, especially when it was so tangible in play.I will also add - count me in as one of those who doesn't regard "aid another" as signficant contribution.
Additionally, if you look at my reply to B.T. in this post, as well as my reply to others in this thread, you can see just how meaningful that contribution is (especially considering the requote to B.T. was with a hit die 1, and his hit die 14 was remarkably more effective).
Sigh. I'll go back to the same quote from myself again:And no iteration of D&D has had a skill system robust enough in its action resolution mechanics to make a 1st level "skill guy" meaningful (by my standards) in what they contribute via their sage-iness, scouting etc. (Contrast eg Burning Wheel, which has a standard "linked test" mechanic for making those earlier skill checks matter significantly to the resolution of combat.)
As I've been saying in a few thread recently, I'll eat my hat if D&Dnext changes this significantly, given that it would require increasing the sophistication of skill-challenge style mechanics, rather than dropping them as has been suggested to be likely.
Has D&D done this? Not to a satisfying degree, I'll agree. Does that mean it needs to be the case in 5e? No, and that's my point. I'm talking about the future of 5e; I have little interest in bickering about the past editions.JamesonCourage said:I do know that -as I told pemerton- from a game theory perspective, level 1's consistently meaningfully contributing can be true for a level-based system, even with escalating level-dependent skills. Was it historically true in D&D? Probably not as much. Does that need to hold true for 5e? Definitely not. And thus my point.
If you disagree with me that it might happen in 5e, then sure, that's the first sign of progression in the discussion on my point so far. I stepped in to say "it doesn't need to be that way" and got called by four or five people on it. Well, I stick to "it doesn't need to be that way." If you think "it probably will be that way" then that's a much more on-point reply than the four or five "but it's always been that way!" that I've gotten.
Again, I'd much rather talk about the direction of 5e, and how it might achieve those goals, than how past editions have failed and thus the new edition stands no chance. Because, it doesn't need to be that way. As always, play what you like
