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Yet another "4.0 impressions" thread
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<blockquote data-quote="Cadfan" data-source="post: 4308494" data-attributes="member: 40961"><p>DCs don't go up just because you leveled up. What you're thinking of is probably the table in the DMG for ad hoc rulings on things for which there is no objective skill DC. It scales by level as a feature- the idea is that you estimate how hard it ought to be for a character of that level to succeed at a task, then pull the DC off of the chart. Its a convenient reference page and nothing more.</p><p></p><p>Other comments, focusing on things I disagreed with, because "I totally agree!" isn't very fun conversation:</p><p></p><p>-I'm cool with art being cleaned up for the kids, because the books weren't published just for me. I don't lose out on anything important when there aren't any bare breasts in the PHB, and Little Timmy gains something when his mom doesn't take his books away.</p><p></p><p>-Regarding the number of character classes, its depth over breadth. You only have three practical options for primary melee weapons for your rogues- dagger, shortsword, katar, rapier. But you have so many different ways to <em>use</em> those weapons.</p><p></p><p>-Some fights against solos take a very long time. It seems like monsters who actually stand and fight you aren't a problem, but solo monsters that run away, hide, and attack with hit and run tactics (solo lurkers) seem to be tough to kill in a reasonable number of rounds. Maybe more hit points should have been shaved to account for the hit and run advantages.</p><p></p><p>-Its true that if you want monsters to match their mythical base, you'll have to write in the rules yourself. I'm ok with this though, because the mythical base really isn't modern fantasy. In modern fantasy a vampire lord might be a huge guy in plate armor with a greatsword commanding an undead legion, and you defeat him in martial combat. In fantasy fighting a vampire lord involves hiding behind a holy symbol until the vampire goes away, getting slaughtered if you haven't got a holy symbol, and stabbing the vampire to death in his sleep. I'd rather the game follow the first paradigm in the default rules.</p><p></p><p>-There aren't just four classes. They play genuinely differently. A fey pact warlock zipping around cursing people so that she can do teleportation hit and run attacks as her allies cut down her foes is very different tactically from an infernal pact warlock getting up close and personal and is very different from a star pact warlock acting like a sniper, and that's just in one class. They may all be strikers, but you will face different tactical issues with each one, and will end up playing each one in a different manner.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4308494, member: 40961"] DCs don't go up just because you leveled up. What you're thinking of is probably the table in the DMG for ad hoc rulings on things for which there is no objective skill DC. It scales by level as a feature- the idea is that you estimate how hard it ought to be for a character of that level to succeed at a task, then pull the DC off of the chart. Its a convenient reference page and nothing more. Other comments, focusing on things I disagreed with, because "I totally agree!" isn't very fun conversation: -I'm cool with art being cleaned up for the kids, because the books weren't published just for me. I don't lose out on anything important when there aren't any bare breasts in the PHB, and Little Timmy gains something when his mom doesn't take his books away. -Regarding the number of character classes, its depth over breadth. You only have three practical options for primary melee weapons for your rogues- dagger, shortsword, katar, rapier. But you have so many different ways to [I]use[/I] those weapons. -Some fights against solos take a very long time. It seems like monsters who actually stand and fight you aren't a problem, but solo monsters that run away, hide, and attack with hit and run tactics (solo lurkers) seem to be tough to kill in a reasonable number of rounds. Maybe more hit points should have been shaved to account for the hit and run advantages. -Its true that if you want monsters to match their mythical base, you'll have to write in the rules yourself. I'm ok with this though, because the mythical base really isn't modern fantasy. In modern fantasy a vampire lord might be a huge guy in plate armor with a greatsword commanding an undead legion, and you defeat him in martial combat. In fantasy fighting a vampire lord involves hiding behind a holy symbol until the vampire goes away, getting slaughtered if you haven't got a holy symbol, and stabbing the vampire to death in his sleep. I'd rather the game follow the first paradigm in the default rules. -There aren't just four classes. They play genuinely differently. A fey pact warlock zipping around cursing people so that she can do teleportation hit and run attacks as her allies cut down her foes is very different tactically from an infernal pact warlock getting up close and personal and is very different from a star pact warlock acting like a sniper, and that's just in one class. They may all be strikers, but you will face different tactical issues with each one, and will end up playing each one in a different manner. [/QUOTE]
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