FormCritic wrote:The question would be how game play would stay "sweet" at higher levels.
FormCritic wrote:Adding a few high level monsters is NOT NOT SO NOT a solution, as 3rd edition amply proves. The elements of combat and the logic of the campaign world become stretched beyond all recognition, resulting in the loss of that overriding game goal.......fun.That is what I want to see them solve. Let's see it.
red_bus wrote:I have to say I find the idea that there is a ‘sweet spot' defined by a narrow level band in AD&D very odd. The enjoyment of the game is dependent upon the campaign, the other players, the quality of the DM as well as the bare combat mechanics.
killjoy32 wrote:it just doesnt feel like D&D anymore. simple as that.Al
deimos3428 wrote:First off, never use "1974" and "OCE" together if you want to sound knowledgeable, especially around here.
FormCritic wrote:in a game where the Monster Manual actually gives statistics for Asmodeus, Prince of the Devils, there is clearly a level limit on logic..
FormCritic wrote:My main point is not, "Where is the sweet spot." Rather, it is, "How will they scale the sweet spot from 1st to Infinity as they have promised?"Souping up the monsters is NOT NOT SO NOT the answer.
killjoy32 wrote:i am still shuddering at the thought of a 4E version of Tegel Manor
Busman wrote:Honestly, it sounds like something no one would want.
sauromatian wrote:Really? Darn. Then how about a Las Vegas hotel/casino based on Milton Bradley's DarkTower? Big black main building with grounds made to look like the mapboard & statues like the figures. A main hall like Thulsa Doom's orgy room. Waitresses, show girls, & licensed prostitutes in chainmail bikinis. Avalon Hill games played for real money. Bouncers in orc costume to deal with any rules-lawyer hustlers.