I'm talking about Saving Throws in every TSR edition. Those improve for everyone, versus effects from everyone.LostSoul said:Not those imposed on NPCs by PCs.
I'm talking about Saving Throws in every TSR edition. Those improve for everyone, versus effects from everyone.LostSoul said:Not those imposed on NPCs by PCs.
I'm talking about Saving Throws in every TSR edition. Those improve for everyone, versus effects from everyone.
As Ariosto said, this isn't really accurate. What matters is not the ratio of bonus to d20, but the ratio of difference between bonus and target, to d20. The poing of 4e having "fixed" the maths is to minimise the variation in this latter ratio. It remains in the vicinity of needing 10+ on d20 to succeed in combat, and a bit less (2+ to 5+ or so) in skill challenges.
LostSoul said:That's true.
I'm talking about access to status-imposing effects. That generally increases by level.
vonklaude, fair enough.
The encounter design principles of 4e suggest that higher-level encounters should be designed in such a way that 3' jumps are treated as colour rather than challenges, and that if you want a jump to play the same function that a 3' jump did at 1st level, make it bigger (and the pit deeper).
I agree that a high-level crafter can make a better violin - but the challenges a high level (PC) crafter faces should require better violins (or, perhaps, more violins made more quickly).
I sort-of agree, but also sort-of disagree, because you're drawing a distinction here that I don't think has to hold. That is, it is possible (and I think 4e tends towards making this the default) for the gameworld to be one in which this "schedule" of challenges does make sense.I am fine with challenges being more difficult. The difficulty should be determined by factors connected to the game world and what makes sense therein rather than some sort of schedule based on the level of the one attempting it.
Of course it's possible to parody. Maybe it's more like "Hey guys, has anyone noticed that the evil overlord has been able to recruit a squadron of griffon riders, and has much tougher doors than the goblins he was paying to make skirmishing raids on the homesteaders?" That's still pretty hackneyed, but not absurd, and non-absurd hackneyed is about the best I expect from a game where none of the participants is a professional fiction writer or actor.Hey guys, has anyone else noticed that since we hit 10th level flying creatures have suddenly spawned in the world and someone came and changed all the doors into ironwood and steel?
I am fine with challenges being more difficult. The difficulty should be determined by factors connected to the game world and what makes sense therein rather than some sort of schedule based on the level of the one attempting it.
Hey guys, has anyone else noticed that since we hit 10th level flying creatures have suddenly spawned in the world and someone came and changed all the doors into ironwood and steel?![]()
Always good to set your standards at a reasonable level.and non-absurd hackneyed is about the best I expect from a game where none of the participants is a professional fiction writer or actor.
D&D's always been game first, world second. Hit points, classes, demi-human level limits, weapon and armor restrictions.I am fine with challenges being more difficult. The difficulty should be determined by factors connected to the game world and what makes sense therein rather than some sort of schedule based on the level of the one attempting it.