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Will magic be problematic at latter levels?
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<blockquote data-quote="KidSnide" data-source="post: 6108002" data-attributes="member: 54710"><p>I prefer level/HD threshold over max hp threshold because hp depends on creature type as well as creature power. Wizards, fae and other magic-focused creatures tend to have low hit points for their level/HD. That's a feature because getting up in their face and whacking them with a sword should be a good strategy. But at the same time, that low hp for their level shouldn't lead to a higher vulnerability to magic. Yes, you could always give those types of creatures a bonus to their hp threshold for purposes of magic, but it's easier to base resistance on a number that is better correlated to creature power.</p><p></p><p>That being said:</p><p></p><p>1) I agree with RangerWickett's point that most save-or-suck spells should have two effects: one above a threshold and one below.</p><p></p><p>2) I agree with the OP's point that saves need some kind of defensive scaling mechanism. </p><p></p><p>Overall, I think this playtest fits into the overall playtest methodology of the designers. They haven't published (or, presumably, finished designing) their solution to balancing high level play yet. So, rather than put in a kludgy scaling factor, they've made the playtest math as flat as they think they can get away with. That way, they get to see which parts of the flatness cause the biggest problems. (I.e. do folks focus more on auto-kills from 15th level wizards or red dragons that get easily taken down by hordes of 1st level archers?)</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6108002, member: 54710"] I prefer level/HD threshold over max hp threshold because hp depends on creature type as well as creature power. Wizards, fae and other magic-focused creatures tend to have low hit points for their level/HD. That's a feature because getting up in their face and whacking them with a sword should be a good strategy. But at the same time, that low hp for their level shouldn't lead to a higher vulnerability to magic. Yes, you could always give those types of creatures a bonus to their hp threshold for purposes of magic, but it's easier to base resistance on a number that is better correlated to creature power. That being said: 1) I agree with RangerWickett's point that most save-or-suck spells should have two effects: one above a threshold and one below. 2) I agree with the OP's point that saves need some kind of defensive scaling mechanism. Overall, I think this playtest fits into the overall playtest methodology of the designers. They haven't published (or, presumably, finished designing) their solution to balancing high level play yet. So, rather than put in a kludgy scaling factor, they've made the playtest math as flat as they think they can get away with. That way, they get to see which parts of the flatness cause the biggest problems. (I.e. do folks focus more on auto-kills from 15th level wizards or red dragons that get easily taken down by hordes of 1st level archers?) -KS [/QUOTE]
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