4e failed design goals

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tzor
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Re: Let's talk about the fairness or not of Insliders

Post by tzor »

Josh_Kablack wrote:THIS IS WHY YOU PEOPLE SHOULD BE ARGUING ABOUT CRICKET INSTEAD:
But I don't know CRICKET. It's a nice game and everything but aside from "they bowl the ball; you keep it from knocking the wickets down and if you hit well you run back and forth" I haven't a clue.

Now American FOOTBALL. That I know. There's definitely cinematic combat in American FOOTBALL. I mean there's the Hail Mary Play and the Statue of Liberty Play and the Qarterback Sneak and ...

:tongue:
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Post by Chamomile »

I can't tell if Tzor is getting Cricket right and I don't know it because I don't really know Cricket at all, if Tzor is getting Cricket confused with Croquet on purpose to be a troll, or if he's genuinely confusing Cricket with Croquet. I think it's the first one, because of the "run back and forth" bit there.
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Post by jadagul »

Chamomile: I don't think he's getting it confused at all. In rough outline (hey, I only lived in England for a year) the bowler bowls a ball at the batsman, and the batsman (among other things) needs to make sure that the ball doesn't hit the wicket he's standing in front of. If it does hit the wicket than the top part comes off; the phrase "sticky wicket" comes from defending teams doctoring the wicket so you can't tell the bowler's hit it.
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Post by Chamomile »

Well, then, I'm going to mention that American Football has the most terrible ratio of action to non-action in any sport I've ever seen. Even fencing manages about 1:1 or 1:2, Football's trailing at 1:3 or worse.
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Post by MGuy »

Chamomile wrote:Well, then, I'm going to mention that American Football has the most terrible ratio of action to non-action in any sport I've ever seen. Even fencing manages about 1:1 or 1:2, Football's trailing at 1:3 or worse.
There are a lot of sports you have not seen. Golf quickly jumps to mind with baseball following shortly afterward.
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If everyone know's it's coming, how is the QB "sneaking" ?

Post by Josh_Kablack »

tzor wrote:
Josh_Kablack wrote:THIS IS WHY YOU PEOPLE SHOULD BE ARGUING ABOUT CRICKET INSTEAD:
But I don't know CRICKET. It's a nice game and everything but aside from "they bowl the ball; you keep it from knocking the wickets down and if you hit well you run back and forth" I haven't a clue.

Now American FOOTBALL. That I know. There's definitely cinematic combat in American FOOTBALL. I mean there's the Hail Mary Play and the Statue of Liberty Play and the Qarterback Sneak and ...

:tongue:
As a fellow American, I gotta say that I am incapable of comprehending Cricket and would much rather be arguing about the One True Sport...but sadly there is a glut of such argument lately and I have sworn off caring about a sport where they can't figure out how to divide more money than any other sport on earth. And yes that's counting you screwy foreigners "football" where you actually move a ball with the foot.

But still, arguing about a sport I have never watched and cannot possibly understand makes more sense than falling for this sort of trolling yet again.
Last edited by Josh_Kablack on Thu Jul 14, 2011 5:38 am, edited 1 time in total.
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Post by K »

hogarth wrote:
fectin wrote:It doesn't matter whether they say always. You still fall into one of those options.
Are you saying that having even an inkling of what the game suggests is a reasonable amount of damage would ruin your storytelling ability? Are you a brain-damaged moron?

Having average benchmarks is a good thing, in the sense that it helps you "do the math" (people around here are always complaining that game designers don't "do the math").
Try to be less of a fuckwit. Try it on for size and see if you like it.

Here is an example. The PCs are in a castle. The are in a hallway and an NPC and three orcs threatens them by saying that there are kobolds ready to pour burning cantha oil on them. No one knows what cantha oil is or why having it on fire is a bad thing.

Option 1: The PCs say "hey, the DM is using the improv rules. We know that the burning oil is going to do damage we can survive and a chance for some effect we already have a solution for, so we go forward. Ho hum."

Option 2: The PCs say "crap, we have no idea how bad this might get." We now have dramatic tension as PCs try to decide how to proceed.

Option 3: Same as option 2.

Now, you keep trying to say that Option 3 is not only the actual method that 4e uses, but that it is somehow a good thing. You are wrong.

If you are making up any rules on the fly, any rules at all, then players have no idea what to expect. Who the fuck cares about damage benchmarks when there a literally unlimited number of things that can be made up to bone you like mind control or petrification? The benchmarks are meaningless.

Option 3 may make you feel better because it gives the illusion that you are staying within the rules of the game, but it's not better than simply not using the benchmarks at all because players still have no way to judge new threats.

4e isn't the only sinner in this regard. DnD3.x Epic spellcasting rules and WW Mage spellcasting rules are both equally shitty.
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Post by Psychic Robot »

Option 3 may make you feel better because it gives the illusion that you are staying within the rules of the game, but it's not better than simply not using the benchmarks at all because players still have no way to judge new threats.
how can you possibly argue this. saying damage at this level should do 3d6 damage and the DM saying "well, I want it to be a stronger attack, so it will do 3d8" is completely different from the DM just saying "well, I guess the attack does 3d8 damage"

verbannon remember when I told you that your arguments would be met with intellectually dishonest idiocy? don't bother trying to argue for 4e, even in the few areas where it succeeds, you're just going to get a bunch of frothing nerdrage
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You do not seem to do anything.
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Post by K »

Psychic Robot wrote:
Option 3 may make you feel better because it gives the illusion that you are staying within the rules of the game, but it's not better than simply not using the benchmarks at all because players still have no way to judge new threats.
how can you possibly argue this. saying damage at this level should do 3d6 damage and the DM saying "well, I want it to be a stronger attack, so it will do 3d8" is completely different from the DM just saying "well, I guess the attack does 3d8 damage"
Benchmarks are fluid by nature, so slightly altering the damage is meeting the benchmark. That's still Option 1.

There are no real benchmarks for monster powers in 4e, for example. Powers can do anything that the creator imagines and there are few guidelines. That's Option 2 or 3.

Damage benchmarks are pointless when a new attack you face might do anything you can imagine. They work great for things like "monster throws a statue at you," but terrible at things like "monster tears a glowing crystal out of the ground and throws it at you" since the first example is a basic damage scenario where the second might be as common as damage or something exotic like being shifted into another plane.

The value of 4e improv rules is very low for a DM, and useless to a player; as a DM I can whip up a damage number for a tossed statue very easily using them, but as a player I still have no idea if the DM is going to toss in something like a entangling effect, or is going to make the statue break open and do some crazy thing like shrapnel or pop some mystic curse.

4e's improv rules look great on paper, but only on paper. To both the player and DM, they are no better than not having them at all when it comes down to actually playing the game.

Basically, these rules are an artifact of video game logic. People who love video games get super nervous when asymmetric force might be applied to things while people who play RPGs get uncomfortable when it can't. RPG players are used to coming up with crazy schemes where they set off rockfalls to smash armies of orcs where video game players can't see beyond hack and slash.

Look at WW Mage for a barely workable class of improv rules. They list effects that should be possible at certain levels and set down rules for things that should not be possible.
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Post by Fuchs »

K wrote:Basically, these rules are an artifact of video game logic. People who love video games get super nervous when asymmetric force might be applied to things while people who play RPGs get uncomfortable when it can't. RPG players are used to coming up with crazy schemes where they set off rockfalls to smash armies of orcs where video game players can't see beyond hack and slash.
That's very much true.
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Post by Roog »

jadagul wrote:Chamomile: I don't think he's getting it confused at all. In rough outline (hey, I only lived in England for a year) the bowler bowls a ball at the batsman, and the batsman (among other things) needs to make sure that the ball doesn't hit the wicket he's standing in front of. If it does hit the wicket than the top part comes off; the phrase "sticky wicket" comes from defending teams doctoring the wicket so you can't tell the bowler's hit it.
You've got that back to front - a sticky wicket is bad for the defender (batsman), not the attacker (bowler).

http://en.wikipedia.org/wiki/Sticky_wicket
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Post by hogarth »

K wrote:Now, you keep trying to say that Option 3 is not only the actual method that 4e uses, but that it is somehow a good thing. You are wrong.
No, I'm saying:
For fuck's sake, would someone actually quote what it says in the fucking book!?
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Post by Username17 »

Here's what the actual book says on Improvising:
James Wyatt wrote:Something amazing happened one time I was playing D&D with my 9-year-old son. When we finished an encounter, my son took over. He decided that he was going to search around one of the statues in the room, that he was going to get hit by a trap (an arrow would shoot out at the statue), and that he’d find a treasure there.
Hey, wait a minute. I thought I was the DM!
That was my first reaction. But I bit my tongue. I rolled damage for the trap, and I let him have his treasure. (I determined what it was—I wasn’t about to relinquish that much control.)
He never enjoyed the game more.
I learned the most important lesson about D&D that day. I remembered that this is a game about imagination, about coming together to tell a story as a group. I learned that the players have a right to participate in telling that story—after all, they’re playing the protagonists!
—James Wyatt
There are actually quite a few testimonials like that, the section goes on - mechanics free - for two pages. The things people are actually talking about when they talk about the improvisational guidelines aren't actually in the improvisation section at all. They are simply the sum total of all the mechanics that are actually in the book.

And those mechanics are that the Difficulties and Damage values for actions are listed by Player Character Level. So we have such opaque charts as the Damage chart on page 185:
Damage by Level
Normal Damage Expressions
Level Low Medium High
1st–3rd 1d6 + 3 1d10 + 3 2d6 + 3
4th–6th 1d6 + 4 1d10 + 4 2d8 + 4
7th–9th 1d8 + 5 2d6 + 5 2d8 + 5
10th–12th 1d8 + 5 2d6 + 5 3d6 + 5
13th–15th 1d10 + 6 2d8 + 6 3d6 + 6
16th–18th 1d10 + 7 2d8 + 7 3d8 + 7
19th–21st 2d6 + 7 3d6 + 8 3d8 + 7
22nd–24th 2d6 + 8 3d6 + 8 4d6 + 8
25th–27th 2d8 + 9 3d8 + 9 4d6 + 9
28th–30th 2d8 + 10 3d8 + 10 4d8 + 10
Yeeeah. That's pretty opaque, right? What the hell are you supposed to do with that? Well, here's the explanation:
DMG, page 184 wrote:Set Damage for Attacks: Use the Damage by Level table to set damage for the monster’s attacks. Most at-will attacks should use the medium normal damage shown on the table. For attacks against multiple targets, the melee attacks of artillery monsters, and controller attacks that also include significant control functions, use the low normal damage column. For attacks that have low accuracy (including brute attacks) and the high-damage attacks of lurker monsters, use the high normal damage column. Use the limited damage expressions for powers the monster can use only once or twice a fight—powers that have encounter recharge or recharge rolls.
But wait! You're probably wondering what the fuck would make you decide to put some thing into one category or the other. And um... it doesn't actually tell you. There is no set of mechanics for that at all. You're just supposed to look at the Monster Manual and figure out a pattern. Seriously, that's their actual suggestion:
DMG wrote:For inspiration, check the powers for creatures in the Monster Manual. That book has a list of monsters by level and role, so you can quickly look up other creatures that are similar to your new monster. Then either choose some powers that seem right, modifying them as needed, or create new ones of comparable effect.
So basically there are no rules at all except that there is a list of acceptable damage outputs by character level. That's it. That's the entire "system".

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Post by Dog Quixote »

page 42 wrote:Actions the Rules Don’t Cover

Your presence as the Dungeon Master is what makes
D&D such a great game. You make it possible for the
players to try anything they can imagine. That means
it’s your job to resolve unusual actions when the players
try them.
Use the “DM’s Best Friend”: This simple guideline
helps you adjudicate any unusual situation: An especially
favorable circumstance gives a +2 bonus to a check
or an attack roll (or it gives combat advantage). A particularly
unfavorable circumstance gives a –2 penalty.
Cast the Action as a Check: If a character tries
an action that might fail, use a check to resolve it. To
do that, you need to know what kind of check it is and
what the DC is.
Attacks: If the action is essentially an attack, use an
attack roll. It might involve a weapon and target AC, or
it might just be a Strength or Dexterity check against
any defense. For an attack, use the appropriate defense
of the target. Use an opposed check for anything that
involves a contest between two creatures.
Other Checks: If the action is related to a skill (Acrobatics
and Athletics cover a lot of the stunts characters
try in combat), use that check. If it is not an obvious
skill or attack roll, use an ability check. Consult the
Difficulty Class and Damage by Level table below,
and set the DC according to whether you think the
task should be easy, hard, or somewhere in between. A
quick rule of thumb is to start with a DC of 10 (easy),
15 (moderate), or 20 (hard) and add one-half the character’s
level.
Setting Improvised Damage: Sometimes you
need to set damage for something not covered in the
rules—a character stumbles into the campfire or falls
into a vat of acid, for example. Choose a column on
the Difficulty Class and Damage table based on the
severity of the effect. Use a normal damage expression
for something that might make an attack round
after round, or something that’s relatively minor.
These numbers are comparable to a monster’s at-will
attack. Use a limited damage expression, comparable
to a monster’s special powers, for one-time damaging
effects or massive damage.

Example: Shiera the 8th-level rogue wants to try
the classic swashbuckling move of swinging on a
chandelier and kicking an ogre in the chest on her
way down to the ground, hoping to push the ogre into
the brazier of burning coals behind it. An Acrobatics
check seems reasonable.
This sort of action is exactly the kind of thinking
you want to encourage, so you pick an easy DC: The
table says DC 15, but it’s a skill check, so make it DC
20. If she makes that check, she gets a hold on the
chandelier and swings to the ogre.
Then comes the kicking. She’s more interested in
the push than in dealing any damage with the kick
itself, so have her make a Strength attack against the
ogre’s Fortitude. If she pulls it off, let her push the ogre
1 square and into the brazier, and find an appropriate
damage number.
Use a normal damage expression from the table,
because once the characters see this trick work they’ll
try anything they can to keep pushing the ogres into
the brazier. You can safely use the high value, though—
2d8 + 5 fire damage. If Shiera had used a 7th-level
encounter power and Sneak Attack, she might have
dealt 4d6 (plus her Dexterity modifier), so you’re not
giving away too much with this damage.

Those are the rules such as they are.

I'm not sure what the issue is. A task is either easy, moderate or hard that the main discretion being offered. There's nothing there about altering the benchmarks that I can see. (except the allowance for a conditional +2/-2 to hit.)

I would note that as damage expressions even the hard ones are woefully out of date. And I don't think the rules have been updated for expertise bonuses. (So if you're not attacking with your favoured weapon or implement you need to bear in mind the damage loss from the loss of accuracy.)

3d6 + 5 = 16.5 dmg at level 12 which is hardly exciting when if you're a Barbarian with an Execution Axe you're basic attack could easily be 1d12 (brutal 2)+ 5 (str) + 4 (item) +2 (Weapon Focus) = 16.5. (If the Barbarian uses his best striker at will he can add 2d6 to that damage as well - and his magic weapon will likely have a property which will make him prefer that as well.). So only the high damage expression of an improvised attack is even going to equal the basic attack of a not particularly optimised character. (And I havn't accounted for the loss of expertise.)

Edit: The limited damage expressions are better. They might just be worth using at the high end if you're out of encounter powers. But the DM needs to be aware that the baseline is out of date and that he needs to always err against the high end.
Last edited by Dog Quixote on Thu Jul 14, 2011 1:10 pm, edited 5 times in total.
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Post by Fuchs »

It's sad how they write "this is what you want to encourage", and then go out of their way to make sure the improvised action is doing less damage and with more chances to fail (Skill check and strength vs. Fortitude) than a level 7 encounter power...
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Post by Username17 »

DQ wrote:I'm not sure what the issue is.
The issue is pretty much this:
DMG wrote:This sort of action is exactly the kind of thinking you want to encourage, so you pick an easy DC: The table says DC 15, but it’s a skill check, so make it DC 20.
"The table" is the skills difficulty table, which is Player Character Level Based. So you swing on a chandelier and this action gets harder as you level up. Even with the same action.

It offends a lot of people. And a lot of 4rries come and claim it doesn't say that, when it blatantly blatantly does.

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Post by Dog Quixote »

FrankTrollman wrote:
DQ wrote:I'm not sure what the issue is.
The issue is pretty much this:
DMG wrote:This sort of action is exactly the kind of thinking you want to encourage, so you pick an easy DC: The table says DC 15, but it’s a skill check, so make it DC 20.
"The table" is the skills difficulty table, which is Player Character Level Based. So you swing on a chandelier and this action gets harder as you level up. Even with the same action.

It offends a lot of people. And a lot of 4rries come and claim it doesn't say that, when it blatantly blatantly does.

-Username17
Oh I see that. And I pretty much agree. I meant the argument that's been going on about how much the DM can deviate from the rules. (Edit: And whether deviating from the rules is somehow part of the rules.)
Last edited by Dog Quixote on Thu Jul 14, 2011 12:45 pm, edited 1 time in total.
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Post by Fuchs »

FrankTrollman wrote:"The table" is the skills difficulty table, which is Player Character Level Based. So you swing on a chandelier and this action gets harder as you level up. Even with the same action.

It offends a lot of people. And a lot of 4rries come and claim it doesn't say that, when it blatantly blatantly does.

-Username17
And the same brazier will do more damage once you push a higher-level monster into it as a higher-level character. Even the brazier levels with you!
Last edited by Fuchs on Thu Jul 14, 2011 12:55 pm, edited 1 time in total.
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Post by Lago PARANOIA »

RE: Earlier question about environmental effects.

Yes, making environmental effects and improvising better than powers does degrade the latter. However, you need to add a third caveat in to the mix: the level of the initiator.

In fiction, low-level/low-powered protagonists aren't apt to just straight up fight everything. They do stuff like push over statues, drop chandeliers onto their foes, kick over jugs of oil, etc. etc. But that kind of stuff becomes increasingly rare as the characters gain levels. Batman uses all kinds of fancy environmental tricks and improvisation to give himself an edge, Spider-Man does as well but it's less common, Iron Man does it rarely, Superman almost never. In fact unless the improvisational effect for Superman involved something like, I don't know, 5th-Dimension Magma and Cold Light we'd be rather offended that it worked better than his heat vision.

That kind of stuff should be very specific at low levels down to giving us damage expressions for boiling oil cauldrons, but should be increasingly vague and MTP'd as time goes on.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by tzor »

Chamomile wrote:Well, then, I'm going to mention that American Football has the most terrible ratio of action to non-action in any sport I've ever seen. Even fencing manages about 1:1 or 1:2, Football's trailing at 1:3 or worse.
I've know of an old complaint about American Football by rugby players, "Nice sport, if it wasn't for all those committee meetings."

Still it is one game where you see the most "options" on any given situation. The defense can set up in any number of configurations moving people forward or backwards as they think necessary. They can then perform any number of actions in response; rushing the quarterback (the sack) to double teaming the receivers.

American baseball has some options but they are generally limited (overshift, playing the infield for bunt conditions, etc).

American basketball forgot about tactics decades ago.

Hockey has limited tactics on the group level and even getting rid of the goalee is almost never used anymore these days.
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Post by Stubbazubba »

tzor wrote:Still it is one game where you see the most "options" on any given situation. The defense can set up in any number of configurations moving people forward or backwards as they think necessary. They can then perform any number of actions in response; rushing the quarterback (the sack) to double teaming the receivers.
Agreed. American Football is a very tactically in-depth sport. Kind of like D&D combat; you sit there and debate over the most advantageous action before taking it, and then see what happens, then do it again. I can't think of a sport that has the breadth of options as AF, and certainly not ones that are so easily recognized by spectators. I suppose fencing has quite an array of options that can change very quickly, but they're so subtle it can be hard for a layman to notice.
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Post by Maxus »

Fuchs wrote:
And the same brazier will do more damage once you push a higher-level monster into it as a higher-level character. Even the brazier levels with you!
So at level 25, the desk I pick up to club someone is made of mahogany from Melchior 7, where the trees are 300 feet tall and breathe fire and it was cut and polished in the ancient blood rituals of the Melchior people?

Edit: Whoops. Someone said "Fair" as I tried to type 'fire'.
Last edited by Maxus on Thu Jul 14, 2011 7:29 pm, edited 2 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Stubbazubba »

Maxus wrote:
Fuchs wrote:
And the same brazier will do more damage once you push a higher-level monster into it as a higher-level character. Even the brazier levels with you!
So at level 25, the desk I pick up to club someone is made of mahogany from Melchior 7, where the trees are 300 feet tall and breathe fair and it was cut and polished in the ancient blood rituals of the Melchior people?
Also, it's a very fine material. Very expensive...mahogany.
Last edited by Stubbazubba on Thu Jul 14, 2011 7:00 pm, edited 1 time in total.
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Post by tzor »

Fuchs wrote:And the same brazier will do more damage once you push a higher-level monster into it as a higher-level character. Even the brazier levels with you!
It's actually much easier than that; it just tears away the fake veil that is how levels are defined. (And thus hit points and damage dealt as well.) You could say that the hero's heroism fills the brazier. That, of course, would be stupid, but it's as good a thing as anything else.
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Post by Fuchs »

Stubbazubba wrote:
Maxus wrote:
Fuchs wrote:
And the same brazier will do more damage once you push a higher-level monster into it as a higher-level character. Even the brazier levels with you!
So at level 25, the desk I pick up to club someone is made of mahogany from Melchior 7, where the trees are 300 feet tall and breathe fair and it was cut and polished in the ancient blood rituals of the Melchior people?
Also, it's a very fine material. Very expensive...mahogany.
Yeah. The entire world levels with you! So you never, ever have to feel superiour to anyone or anything. Ain't that great?
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