dtgreene: I could also point out that Disgaea has fewer scaling issues than D&D would have at such high levels. For instance, if we assume 3e epic rules, a level 4040 character can consistently (95%) hit a target that a level 4000 character can almost never (5%) hit; just a 1% difference in level has such a drastic effect here. In Disgaea, a 1% level difference won't have nearly as much of an effect.
D&D (and the d20 system as a whole) do not scale well at all to high levels (where high means 3 or more digits).
rtcvb32: Indeed. Such scaling at higher levels would probably be better off if they were logarithmic or something in effect, which makes them less effective over time while not unbearably so. Much like how Herosystem uses 3d6 on attack/skills, which gives a nice bell curve for chances to hit/skills/anything.
Honestly I've never gotten to play any D&D games at higher levels, games tend to fall apart before 4th level, and the highest level character i had was 9th in 2e.
Personally, I think part of the problem is the accuracy focused combat mechanics of D&D. In D&D, as you gain levels, the primary offensive attribute that increases is accuracy (not damage), and armor has the effect of making you harder to hit. Some problems with this system are as follows:
* For this to be meaningful, accuracy needs to be relatively low at first, otherwise there's no room for improvement. This results in attacks missing a lot, which is extremely frustrating for the players.
* At high levels, either accuracy or evasion will likely outpace the other, depending on how the game is balanced. This results in attacks either almost always hitting or almost always missing If the attacks are hitting, there's no more improvement from further leveling. If the attacks are missing, attacks that require to-hit rolls become useless, and the strategy becomes looking for attacks that don't require to-hit rolls (like spells). This balance is very precarious.
* Once you reach 100% accuracy, there's no improvement, so levels don't really provide much of a benefit at this point.
* As I mentioned, a proportionately small difference (like the 1% level difference) can have a huge effect. Essentially, if the system somehow manages to be balanced at such extreme levels, the balance is very unstable, and a small change to one parameter will throw the entire thing out of balance. This is not a good thing if you are trying to ensure that things stay balanced.
A better approach is to make the system damage-focused instead. Make it so that attacks rarely miss (or only do so in special situations), have higher level characters deal more damage, and have armor reduce damage received. When combined with HP increases, this creates a situation where game balance isn't quite so unstable, and things at least have a chance of scaling to higher levels in at least a semi-balanced manner. It also avoids the problem of being unable to improve past 100%; there's always higher amounts of damage that can be dealt (assuming you don't accidentally create a pun-pun like situation).