This may have been discussed somewhere already, but I haven't seen it. I've played in quite a few 3.0/3.5 games now. Pretty much everyone is familiar with the sweet-spot effect, but there's another (related) issue that comes up for DMs. I'm curious how people think it's going to work in 4e.
In 3.5, the overall capabilities of the party are somewhat limited at low-to-medium level. During this phase of a campaign, the DM has to be very careful when designing encounters and challenges. Depending on the set of classes in the party, it's easy to accidentally construct an impossible (or overly difficult) scenario for the players. As a result, many DMs talk about having to figure out how their players are going to be able to overcome whatever they're building.
At higher levels (once you get to around 5th and 6th level spells), the party's versatility increases tremendously. DMs can pretty much just make up anything, and the PCs can probably find a way to deal with it. The huge arsenal of crazy utility spells available to the Cleric/Druid/Wizard lets them overcome or circumvent almost any challenge. If they're planning to do something, and realize they don't have what they need, it's usually one in-game day of "We Teleport to some large city, buy the scroll(s) we need, Teleport back". At this stage, the DM can usually count on the PCs (if the players are somewhat experienced) coming up with solutions, even if the DM didn't bother to make sure that a solution existed.
So... I'm just wondering how people think 4E will behave. From what we've seen of Utility powers, they're still pretty limited in effect. It seems like Rituals are going to play a part in this, but I haven't seen any designer comments or anything about this stuff. Ideas?
In 3.5, the overall capabilities of the party are somewhat limited at low-to-medium level. During this phase of a campaign, the DM has to be very careful when designing encounters and challenges. Depending on the set of classes in the party, it's easy to accidentally construct an impossible (or overly difficult) scenario for the players. As a result, many DMs talk about having to figure out how their players are going to be able to overcome whatever they're building.
At higher levels (once you get to around 5th and 6th level spells), the party's versatility increases tremendously. DMs can pretty much just make up anything, and the PCs can probably find a way to deal with it. The huge arsenal of crazy utility spells available to the Cleric/Druid/Wizard lets them overcome or circumvent almost any challenge. If they're planning to do something, and realize they don't have what they need, it's usually one in-game day of "We Teleport to some large city, buy the scroll(s) we need, Teleport back". At this stage, the DM can usually count on the PCs (if the players are somewhat experienced) coming up with solutions, even if the DM didn't bother to make sure that a solution existed.
So... I'm just wondering how people think 4E will behave. From what we've seen of Utility powers, they're still pretty limited in effect. It seems like Rituals are going to play a part in this, but I haven't seen any designer comments or anything about this stuff. Ideas?