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General Tabletop Discussion
*TTRPGs General
+2 Str, +2 Con, and Level Adjustment
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<blockquote data-quote="Croesus" data-source="post: 3360556" data-attributes="member: 35019"><p>I would suggest because there's a big difference between measuring the power of a challenge and the relative power/utility of a character. </p><p></p><p>CR is just a guesstimate anyway, as circusmstances can matter tremendously - giants are most dangerous in confined spaces, where a party has to engage them in melee, dragons are most dangerous in open spaces where they can hit and run. Switch the locations, and each becomes much less of a threat - but technically, the CR doesn't change.</p><p></p><p>Now try balancing various abilities with the value of an entire character level. We already know that losing an entire level of spellcasting ability hurts a lot more than losing a level of rogue or fighter. But as has been pointed out earlier in the thread, some abilities scale well, and others don't. How do you design a sliding scale for those situations if you're minimum adjustment is an entire character level?</p><p></p><p>Just my opinion, but the problem is using levels as a balancing mechanism - levels are too large an adjustment. We need something much smaller to properly balance such things, and even then we'll be guesstimating.</p></blockquote><p></p>
[QUOTE="Croesus, post: 3360556, member: 35019"] I would suggest because there's a big difference between measuring the power of a challenge and the relative power/utility of a character. CR is just a guesstimate anyway, as circusmstances can matter tremendously - giants are most dangerous in confined spaces, where a party has to engage them in melee, dragons are most dangerous in open spaces where they can hit and run. Switch the locations, and each becomes much less of a threat - but technically, the CR doesn't change. Now try balancing various abilities with the value of an entire character level. We already know that losing an entire level of spellcasting ability hurts a lot more than losing a level of rogue or fighter. But as has been pointed out earlier in the thread, some abilities scale well, and others don't. How do you design a sliding scale for those situations if you're minimum adjustment is an entire character level? Just my opinion, but the problem is using levels as a balancing mechanism - levels are too large an adjustment. We need something much smaller to properly balance such things, and even then we'll be guesstimating. [/QUOTE]
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