This is exactly the achievement-fun I was talking about.I dunno. I don't really feel awesome when I fail to hit a balor half the time, anymore than I felt awesome when I used to miss an orc or a giant half of the time.
To contrast, it does make me feel more awesome when I go from missing an ogre half the time (for 10% of its health) to hitting it 90% of the time (for half its health). Nothing shows progress quite like trivializing what used to be a challenge. When I'm facing a lock that is objectively Hard, and I remember when my chance of success was slim, and now I succeed on a 3 or better, that's awesome.
That's just added complexity. If the end result is that I'm still going to win with about the same amount of damage, the added complexity is largely meaningless. It's extra fiddly hoops to jump through. Oh it has an aura, well look at all my energy resistance and extra hps. Oh it has resistances, look at my sneak attack damage and my pryomancy feat that lets me ignore that. Oh it has a lot of varied effects that all have the ultimate result of about the same thing that a brute of that same level and monster rank would have in a simpler, more straightforward format.AbdulAlhazred said:It came from the DM building more and more amazing fiction around the DCs, and from everything else. You might hit a Balor about the same way you'd hit an Orc at the appropriate levels, but FIGHTING a Balor is WAY different. It has an aura, resistances, and powers that have a number of varied effects.
It's all a wash. It's a little like those high-level old school modules that were like "uhhh, you can't teleport and divination doesn't work here because uhhhh....it's magic, shut up." Only it's more complicated. The output is the same: the game wants to render these things mostly irrelevant to cleave to the strict balance that it desperately wants. It's being a fragile little princess snowflake, and resisting the dramatic and the unexpected.
See, this is a problem for me - mechanics shouldn't fall away. They should support what you're doing. If the mechanics fall away, then screw the mechanics, why don't I just tell this story without these weird dice?AbdulAlhazred said:So what I found was that the mechanics 'fall away'. The game becomes highly narratively focused, or at least focused on what the PCs want to DO, and not really on numbers.
I don't know what you think playing 5e is like. Just because a high DC dropped into a low-level environment can encourage people to beat it doesn't mean that that's always what happens all the time in every 5e encounter ever.AbdulAlhazred said:I don't think there's anything horribly wrong with the way 5e does things, it just focuses much more on numbers. Everything seems to be about whether or not you can get the hard DC.