|
1 year ago ::
Feb 14, 2012 - 8:04AM
#41
|
Date Joined:
Jan 15, 2009
|
I mean you probably need that advancement for playing Seigfried (Favored by Odin - who effectively advanced to the point of being an incarnation of Odin/Thor)
I want to play a character kin to Slaine (like Cu Cuhlaine) who becomes the next incarnation of the Horned God.
I repeat the Godlike magic of D&D wizards including that lowish level flight and teleportation and raise dead... are really not considstant with low fantasy.
|
|
|
|
1 year ago ::
Feb 14, 2012 - 10:53AM
#42
|
Date Joined:
Oct 11, 2007
|
Maybe you're right and I'm wrong. I just remembered being more excited about getting a new level in the former editions than in 4th edition.
You must have been more excitable when you were younger. Prior to the late 1st edition proficiencies, there were few things for non spell-casters to look forward to. Thieves skills slowly improved, and at name level you got followers. For wizards, you had a new chance to learn those spells you had found and failed to learn, and every other level you could try and learn spells from a higher level (if you had found any.) At some levels, for some classes, you got features (such as new forms for a Druid's shapechange.) In 2nd edition, you had proficiencies, but there were still levels where nothing interesting happened. (No proficiency, no spells.) In 3.x, many classes still had a lot of dead levels. For example, most of the odd fighter levels. In 4th edition, every level gets something, either a feat or a power.
|
|
|
|
1 year ago ::
Feb 14, 2012 - 7:45PM
#43
|
Date Joined:
Dec 21, 2011
|
I think that the game would play more like cinematic fantasy and classic fantasy novels like Lord of the Rings if the math were flatter. In those stories, encounters with any hostile creature seems dangerous...wild dogs, Orcs, Goblins, etc. With steep math, those creatures are basically out of the picture within 1-4 levels. I like the idea of having monsters "usable" (without scaling) for longer.
The most important statistic that I think needs to be flattened and made more finite is AC. I think it is important for story, description and combat purposes to keep AC more dependent on type of armor or natural armor a creature wears. If a creature has a plate-like carapace give it an AC of 20, 21 or 22. If it has leather hide, give it 13, 14 or 15 (depending on Dexterity). I hate having to justify why a lightly armored higher level monster in 4e has an AC of 32. This is where the scaling really bothers me and some of my players. Scaling AC also makes it impossible for a party of 5th level adventurers to combat against a 10th level creature that has huge scaled AC (especially if the party does not have bonuses to hit from magic, etc). I truly believe that PCs should feel as if they have a chance against higher level creatures (even if it is a long shot).
To make AC more finite, it will be necessary to limit "to hit" bonuses, but that's ok. I think it will improve the feeling. Also, DMs can always add bonuses through items or fiat. It is much easier to add then take away.
|
|
|
|
1 year ago ::
Feb 14, 2012 - 8:31PM
#44
|
|
|
I think that the game would play more like cinematic fantasy and classic fantasy novels like Lord of the Rings if the math were flatter. In those stories, encounters with any hostile creature seems dangerous...wild dogs, Orcs, Goblins, etc. With steep math, those creatures are basically out of the picture within 1-4 levels. I like the idea of having monsters "usable" (without scaling) for longer.
The most important statistic that I think needs to be flattened and made more finite is AC. I think it is important for story, description and combat purposes to keep AC more dependent on type of armor or natural armor a creature wears. If a creature has a plate-like carapace give it an AC of 20, 21 or 22. If it has leather hide, give it 13, 14 or 15 (depending on Dexterity). I hate having to justify why a lightly armored higher level monster in 4e has an AC of 32. This is where the scaling really bothers me and some of my players. Scaling AC also makes it impossible for a party of 5th level adventurers to combat against a 10th level creature that has huge scaled AC (especially if the party does not have bonuses to hit from magic, etc). I truly believe that PCs should feel as if they have a chance against higher level creatures (even if it is a long shot).
To make AC more finite, it will be necessary to limit "to hit" bonuses, but that's ok. I think it will improve the feeling. Also, DMs can always add bonuses through items or fiat. It is much easier to add then take away.
I like where you are going with this. I think flatter AC progression would be helpful too. If the math could be flattened to the extent that the "to-hit" roll stays in the range of 1-20, I would appreciate it. Scaling AC seemed incongrous to me because you could be wearing chain mail, have a 15 Dex and the next level your AC would go up automatically.
Many would say that this is abstraction that your character can "avoid" hits better and optimize their armor better. My argument is that the abstraction for that is already handled with increasing hitpoints (since HP are not specifically physical wounding).
Maybe HP stays more or less static and defenses climb instead, but to have both seems to be double dipping the abstraction IMO.
"If it's not a conjuration, how did the wizard
con·jure/ˈkänjər/Verb 1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.
it?" -anon
"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it." - Maxperson
|
|
|
|
1 year ago ::
Feb 14, 2012 - 10:17PM
#45
|
|
|
I vote for the flatter math. The issue of rising HP's and scaling monsters always seemed rather pointless. It would have just been easier if characters gained feats and powers as they progressed and the monsters remain static.
Even before they announced the D&D next I had been contemplating running a 4e game in which the characters are all 1st level and do not progress beyond that. Instead each time they gain enough experience to go up a level they instead choose a new feat or power. All monsters are dialed down depending on tier, Heroic = 1st level, Paragon = 2nd level, Epic would probably be split between 3rd and 4th level (20-25 and 26-30 respectively). Anyway just something I was tinkering with and it would probably require more tweaking to make it work, but I'm just tired of the long 4e combats and I thought this might help alleviate that.
If you want more heroic characters then by all means give them more heroic proportions. Higher stats, start at a higher level, give out cool magic items etc. One of the big problems with 4e is that it is Heroic fantasy, which is fine, but if that is your base, then it can't be dialed down easily. It's way easier to add in the desired amount of complexity or power afterwards.
|
|
|
|
1 year ago ::
Feb 14, 2012 - 10:42PM
#46
|
Date Joined:
Jul 11, 2008
|
I don't want to deny anyone of their preference.
That is why there are different tiers of play... and honestly the original D&D reaked of god wizards.. I can think of one heroic god wizard in fantasy... his name was Ged (one letter off of God) and in the first or second chapter of the story he created his own satan too... I am just saying while I agree I like a lot of down to earth fantasy, wish spells and flight and teleport spells and so on? really? how are you thinking they at all belong in your toned down advancement. And I think playing Bleach with D&D would be great.. so the not-anime thing is just exclusionary.
Using tiers to separate these two styles of play isn't exactly fair. It lets people who prefer super-powered heroes play characters up to level 30, while those who prefer heroes more based on traditional fantasy literature can only play characters until 10th level. The problem could be solved by having an optional Epic Destiny module that, when applied, layers on top of your character, providing extra bonuses at certain levels.
I'm not talking about spells. I'm specifically talking about how characters gain a few levels, and can then sleep soundly an safely for eight hours while being attacked by a horde of monsters that they were scared to fight a few weeks before. That's obviously hyperbole; however, the point still stands that the insane rate of power-gain from leveling has seriously gotten out of hand in this game.
If you want to talk about spells, we can do that too. I think it's fine to have spells that do outrageous things so long as the character casting these spells is not allowed to cast them at-will and prepare too many of them each day. As long as there exists a balancing factor and no spell or combination of spells is allowed to give a character god-like powers, it's all fine. Invisibility? Sure, but only until you attack. Want to fly? Okay, but you can do it once per day and only for a limited amount of time or distance. Teleport? Fine, but but if you want to go more than thirty or so feet, you have to spend gold and spend an hour casting a ritual.
To me, it's the encounter power that has messed up wizard magic. Making certain effects that were once daily into powers that can be used once every five minutes has really changed the way magic feels. And 3.5 and 4E started and emphasized a huge push toward making the point of having a character filling in slots with magical items until you had a complete set. When you have 16+ feats, 12+ magic items, 19+ powers, and several features and bonuses from your race, theme, class, path and destiny, you can't not end up with a god-like character incapable of dying without making each of those 50+ character elements give increases so tiny that you would barely notice gaining one.
To me, it seems the problem is giving characters too many things, and wanting to give them at least if not more than one at each level over a span of thirty. I think we could take a good 25 of those 50+ elements and put them into an optional module which can be layered over normal progression to produce super-powered characters for people who like playing them. To me that sounds like a good way to give each type of player the style of play he or she wants without taking anything away from anyone. You could even have low, medium and high powered options for more diversity.
|
|
|
|
1 year ago ::
Feb 14, 2012 - 10:54PM
#47
|
Date Joined:
Jan 15, 2009
|
I don't want to deny anyone of their preference.
That is why there are different tiers of play... and honestly the original D&D reaked of god wizards.. I can think of one heroic god wizard in fantasy... his name was Ged (one letter off of God) and in the first or second chapter of the story he created his own satan too... I am just saying while I agree I like a lot of down to earth fantasy, wish spells and flight and teleport spells and so on? really? how are you thinking they at all belong in your toned down advancement. And I think playing Bleach with D&D would be great.. so the not-anime thing is just exclusionary.
Using tiers to separate these two styles of play isn't exactly fair.
Why not slow the advancement it will feel more natural that way anyway dont advance after 10 encounters make it 30.
It lets people who prefer super-powered heroes play characters up to level 30, while those who prefer heroes more based on traditional fantasy literature can only play characters until 10th level. The problem could be solved by having an optional Epic Destiny module that, when applied, layers on top of your character, providing extra bonuses at certain levels.
I'm not talking about spells. I'm specifically talking about how characters gain a few levels, and can then sleep soundly an safely for eight hours while being attacked by a horde of monsters that they were scared to fight a few weeks before. That's obviously hyperbole; however, the point still stands that the insane rate of power-gain from leveling has seriously gotten out of hand in this game.
Always was there. ie 3e didnt invent it... I think I get what the op meant by DnD math.
If you want to talk about spells, we can do that too. I think it's fine to have spells that do outrageous things so long as the character casting these spells is not allowed to cast them at-will and prepare too many of them each day. As long as there exists a balancing factor and no spell or combination of spells is allowed to give a character god-like powers, it's all fine. Invisibility? Sure, but only until you attack. Want to fly? Okay, but you can do it once per day and only for a limited amount of time or distance. Teleport? Fine, but but if you want to go more than thirty or so feet, you have to spend gold and spend an hour casting a ritual.
To a degree that can work, you have to really tame the insanity of spell potency,(and people do resist that epically) it has never felt before 4e perhaps that they ever neared tameing the beast of "number per day"
Invisibility but only till you attack ... gee the thief would love that.. hmmm wonder what the thief will get to do.
To me, it's the encounter power that has messed up wizard magic. Making certain effects that were once daily into powers that can be used once every five minutes has really changed the way magic feels.
Meh, how often are you fighting anyway? (yes some encounter powers are not fightin but really that is not the majority and I dont see the problem with the Sorceror influencing the enemy with serpents tongue or whatever it calls periodically ) if its not about fighting look at rituals.. and tell me people are inclined to use them every 5 minutes. Now if you are already wired down to 4 or 5 encounter days like the assumptions around slayer potency, allowing the mage 4 or 5 dailies of encounter level potency (per encounter spell you would have in 4e) is pretty analogous assuming these are battle spells that would add "variety" in there.
Does epic destiny being a modular add on which brings about the transcendant heros... sound bad no actually I think you might have actually convinced me.
Except if its like 4e epic didnt seem to have been given the attention it deserved and if that is how this rolls a number of character concepts for it are shelved.
|
|
|
|
1 year ago ::
Feb 15, 2012 - 11:17AM
#48
|
Date Joined:
Jan 21, 2004
|
I like where you are going with this. I think flatter AC progression would be helpful too. If the math could be flattened to the extent that the "to-hit" roll stays in the range of 1-20, I would appreciate it. Scaling AC seemed incongrous to me because you could be wearing chain mail, have a 15 Dex and the next level your AC would go up automatically.
Many would say that this is abstraction that your character can "avoid" hits better and optimize their armor better. My argument is that the abstraction for that is already handled with increasing hitpoints (since HP are not specifically physical wounding).
Maybe HP stays more or less static and defenses climb instead, but to have both seems to be double dipping the abstraction IMO.
Exactly this. HP do not equal wounds, they equal staying power in a fight (including some wounds). 1e had AC that fluctuated between 10 and -10. I would not object if the AC range were slightly broader than that but a limited range is a very good idea IMHO. If everything else is covered by hp you can have heavier armours with low level damage resistance 1/2/3 for starters, maybe with a minimum of 1 damage so level monsters still do some damage on a hit. If they front load level 1 like in 4e (say x hp plus your Con score, I would even be happy to see random hp up to name level followed by low standard hp like 1e/4e.
|
|
|
|
1 year ago ::
Feb 15, 2012 - 2:50PM
#49
|
|
|
Why not slow the advancement it will feel more natural that way anyway dont advance after 10 encounters make it 30.
The problem with this still-very-valid solution is that by slowing down the rate of advancement in order to preserve the threat of low level monsters, you also slow down the growth of new things for the PC to do, ability-wise.
Players and DMs may not like having to "abandon" low level monsters as potential threats, they also like gaining cool new abilities.
in 4e, you either increased the level of goblins to match the party OR you allowed the party to gain new powers at a certain rate without directly leveling up the PCs. Either way, you're houseruling (which is totally okay!).
It would be nice to have a system where, by default, characters gain new powers/abilities without drastically increasing their raw power. New ways to fight vs fighting with more power.
I want new ways to fight to come quick and often, but I want raw capability to increase on a much slower curve. Even better, I'd like the two parameters to be entirely separate and independent of each other, but further discussion on that will have to wait. I'm tired.
Essentials zigged, when I wanted to continue zagging.
Roll dice, not cars.
|
|
|
|
1 year ago ::
Feb 15, 2012 - 4:01PM
#50
|
Date Joined:
Jan 15, 2009
|
Why not slow the advancement it will feel more natural that way anyway dont advance after 10 encounters make it 30.
The problem with this still-very-valid solution is that by slowing down the rate of advancement in order to preserve the threat of low level monsters, you also slow down the growth of new things for the PC to do, ability-wise.
Not sure I want low level monsters to be a threat unless ammassed in a uber group and how they should fight me as such a mob and how I should interact with such a mob could be substantially different experience... not just the same x4.
The other part of this is to present a broader set of classic stories where quite honestly the heros frequently dont actually change in capability that much.... ie if they dont change they shouldnt change. Perhaps more is revealed about them?
|
|
|