D&D 4E Why scaling isn't necessarily a bad thing for the 4E sandbox

Mercurius

Legend
I just had a thought (yes, really). One of the things I've always found a bit irking about D&D is the vast difference in power between low and high levels. It neither reflects anything resembling the Real World, nor does it reflect most literary worlds where David often beats Goliath; in D&D this just could not happen; in a gladiator arena, a 1st level character could never beat a 10th level character, especially in earlier editions.

Now 4E balanced this out a bit by making the starting power level much higher than in previous editions. A 1st level character in 4E seems closer to a 3rd-5th level character in earlier editions; the opposite holds for higher levels--epic characters in 4E just don't seem as powerful as they use to, especially spellcasters (remember how awesomely powerful a 25th level archmage used to be?). You could also say a "min-maxed" 1st level character could possibly beat a low-ability scored 5th level character, which is a bit more realistic to life and fantasy media. But the difference between low levels and high levels is still quite immense (not necessarily a bad thing, it just is what it is).

While reading Reynard's excellent article Seven Sandbox Essentials I came to his 4th point, which is "No Scaling." It basically boils down to this quote: "A scaling setting breaks verisimilitude and suggests to the players that whatever growth they have is irrelevant."

While I can see his point, it came to me that scaling actually increases plausibilityand decreases the kind of unbalanced power curve I mentioned above. Certainly even in a scaled setting there are low level characters and high level characters dining in the same tavern or adventuring in the same mega-dungeon. But they are separated, in a sense, by an optical illusion created by the DM, almost as if they are in slightly different dimensions (or "branes", if you will). In the mega-dungeon it is a bit more literal: the low-level characters adventure in the shallow (numerically low) levels of the dungeon, the high-level characters in the deep (numerically high) levels.

In past editions this was rather artificial in that (in the scaled setting) you'd never run into drow on level one or aboleth on level three; now, with the 4E scaling rules and the usefulness of Monster Builder, you can easily run into a group of low-level drow, perhaps a carousing group of cocky adolescents; a low(ish) level aboleth could be a very young one who left the aboleth civilization to become a crime boss underneath a city.

Now on one hand you might say, "OK, how does this decrease the power curve? All it does is make it so all monsters exist on the same curve as PCs, from low to high level, sort of like dragons." That is true. But it also creates an illusion. On one hand it says "No matter what level you are at you will be challenged." That's the obvious purpose. A secondary and subtle purpose, one that was perhaps not even intended, is that it lessens power growth a bit; by scaling encounters at least somewhat to the players, it makes it so that they never get too far ahead of (or behind) their environment. It is always a challenge and it is becoming more challenging, but they are also developing to meet those challenges.

To put it another way, if you don't scale then the characters are interacting with a static environment: they are dynamic in that they are leveling up, but the setting just is what it is. In one lair you might face goblins, in the other a conference of demon lords planning an invasion. But the environment is static in relation to the PCs--it does not change to suit them, they have to change to suit it. The downside of a non-scaling setting is that eventually the challenges start running out, or at least the setting becomes "clogged" with lower level scenarios and encounter sites. Been there, done that. Eventually the PCs become bored super-heroes and have to move on. So either the DM has to increase the setting's dynamism or move the PCs to a different setting; both are kinds of subtle scalings and thus invalidate the "No Scaling" rule of the sandbox.

In the scaling setting both the PCs and environment are dynamic. The PCs develop (level-up), but they also always face LACs ("level-appropriate challenges"), thus the level of dynamism is neutralized a bit (maybe too much in the rules-as-written). The sandboxing view as espoused by Reynard says that this destroys verisimilitude and weakens a sense of growth for the characters. Why? Because the environment is dynamic; there is little for the PCs to match themselves up against--it is like jogging on a sandy beach or, in extreme cases, a treadmill; there is too much give.

I would suggest that, especially for the 4E sandbox, scaling should be moderated, that a middle ground between no scaling and complete scaling is optimal (although of course it depends upon the DM, the players, and the specific context, but I'm speaking in generals terms). The quality of resistance and solid ground that a non-scaling setting provides is crucial for the kind of verisimilitude and sense of freedom that really makes a sandbox setting sing. However, some degree of scaling can really equalize the characters so that they never out-pace their setting, and the curve between low and high levels is at least perceptibly less if not actually.

I've already gone on too long. Comments? Queries? Gripes?
 

log in or register to remove this ad

In my opinion, the surrounding should not scale perfectly with PC levels. The most interesting campaigns are those, where you meet the same foes more than once in your life. In the beginning you kill one enemy and be glad you survived, then 5, then hordes.

(Like the last season of Buffy and the uber vampires)

Scaling levels perfectly with PC level makes choices where to go irrelevant.

edit: what wizards should have done to make this easier:

some monster in PHB should have 4 iterations: Solo level x-8 (and solos count as 4 monsters), elite level x-4, standard level x, minion level x+8
actually I would not mind "half minions" as level +4

This way, you could easily use every monster at level x +/- 10. This way you can perfectly scale your surrounding, and make those enemies solo, minion or normal monsters depending on your players level and choice. (Note that all monsters give the same xp then)

Low level: attack a single drow -> solo
Low level: attack a horde, all standard monsters which are easier to run killing your players easily...

medium levels: you can take 2-5 drows -> standard/elites

high levels: you can kill hords of drows -> minions

scaling monsters up and down as a reaction to player levels may not be the best idea...
 
Last edited:

Another reason to scale is that 4E is built on the premise that monsters or NPCs are only statted out as needed. Also, minion rules show that there is not some absolute power framework by which everything is built. If it's *useful* to the game or story, a powerful warrior dies as a minion.

The stats of all the monsters are stats relative to PCs at the appropriate level. They aren't an objective indicator of their power like in previous editions. if a monster fights another monster, they don't need stats at all. The DM is simply going to decide the outcome based on what he feels is appropriate.

NPCs are the same way. The DMG (rightly) advises that you shouldn't even bother statting them out except in ways that the PCs will interact with.

One of the best features of 4E is that the encounter design/level system works. Why toss that aside out of a desire to bring an absolute framework back into the game after it was done away with? Just open up the monster builder and adjust the monster to the appropriate level and go.

Or, if you want the monster to be too powerful for the PCs, do it as a skill challenge or a partial encounter. The player's agree to attack, you call for the initiative roll and then inform them that they can't possibly win and that it's time for a skill challenge to determine how lethal the encounter is for the players. They then have to extricate themselves during the skill challenge.

Rule 1 of skill challenges is that they shouldn't stop the story through failure. So failing is not necessarily going to be lethal. Perhaps they get chased where they didn't want to go. Perhaps they are forced to flee and their failure becomes their reputation.

I like to handle it with a combination of the first combat round and then a skill challenge. Nothing gets the point across quite like "you rolled a 18, plus your bonus? That's a miss. You slam your sword against the creature's hide in what should have been a lethal blow, but all it does is anger the creature. You're not sure if any of your attacks can actually hit it. Better roll a lot of 20s." Then when they start to react, you can call for the skill challenge (or run it without calling it a skill challenge).
 

this is why i suggest scaling by minionizing and solofy monsters depending on the level. You still hit and miss appropriately often, but single or hordes of monsters are possible.

Scaling everything perfectly against the players makes IMHO a boring game, an arms race. You should sometimes have higher level enemies thrown in the mix.

Missing on an 18 should, however be avoided. When you usually hit 60% of the time, a monster 8 levels higher will still be hit on an 18. sounds about right and is worth 4 monsters of level +0. Not too dangerous in the end, but instilling fear into players, not taking on more than one of them.
 

Remove ads

Top