Ammar
Scholar
- Joined
- Oct 14, 2006
- Messages
- 215
serch said:I mean, I tend to choose thief-like characters, so imagine I find a knight of doom and I level up before engaging, I chose a + 15 to my sneak ability and get full health, let’s say I was at 50 %, then proceed to cleanly cut his throat. Otherwise, I could choose not to level up and proceed to sneak, he sees me and charges towards me. I spent two arrows while he get close and then engage in a fight longsword vs dagger, he loose a 30 % of his health, I loose 25 % of mine and decide to level up to get full health again. He stills manage to take another 50 % of my health before dying, what did I manage here? This is not true is levelling up do nothing because the whole world levels up with you or the benefits of levelling up are marginal so that’s why I talked about level scaling in my first post, perhaps I should have included very marginal benefits in levelling up, too.
You would need to have pretty few levels if each makes such a difference, though. For example, do you really think a D&D Level 5 fighter is so much more effective in combat that a free-full heal (after which you fight at the increased level!) makes a difference for the better? No.
In fact, the only situation where levelling up first would work in your advantage is it gave you an option to devastate the enemy with a first strike, by sneaking as you describe or by giving some sort of nuke spell. But even in a well designed levelling system this is unrealistic for melee warrior types and almost impossibly unlikely to happen at every level. Just try to find an example, you probably won't find one where this works out consistently.