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4th Edition and the Immortals Handbook
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4067164" data-attributes="member: 39867"><p>I've been throwing together a lot of gritty, low magic/high realism type systems for my low level campaigns to try out, and one thing that I find fine is the idea of Con only adding to HP once. This means that HP scales linearly, as should damage. Ergo, the power curve will remain relatively constant after all the key abilities are gained (like fireball). If a rogue gets 5 HP a level, and Fireball does 1d6 per level, (assuming it isn't capped) the fireball will take away half to one quarter of his life. (Except for evasion and improved evasion, which makes it 1/4 to none)</p><p>Which bodes well for epic game design - as long a being a god or a cosmic entity or whatever doesn't give you anything but a suit of level-scaled powers, progressions go on infinitely without a hitch. If a character did around ~50 damage a round at level 30, and lets say Orcus has ~1000 HP even, then it takes a party of 4 about 5 rounds to win. </p><p>Wanna play level 90? All the values should be 3x higher. (150 dmg/rnd, lvl 90 monster ~3000 HP)</p><p>Wanna play level 9000? All the values should be 300x higher. (15000 dmg/rnd, lvl 300 monster ~300000 HP) </p><p>Barring the benefits of divinity, the scale remains unbroken (if a bit uninspired) forever. Which may be the only weakness of the system: You can't really make any ability better than any other if scaling is involved; its just better. If a 4E Immortals book had Negative Energy Blast doing 1d6 per level, and the Fire blast doing 1d20 per level, if theres not some benefit that negative energy has over fire. (Other than fire resistance being more common) then I'll pick the fire one flat out. But if you said that the negative energy blast did damage that couldn't be healed this encounter, then suddenly this is a tough choice, despite one being obviously more effective.</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4067164, member: 39867"] I've been throwing together a lot of gritty, low magic/high realism type systems for my low level campaigns to try out, and one thing that I find fine is the idea of Con only adding to HP once. This means that HP scales linearly, as should damage. Ergo, the power curve will remain relatively constant after all the key abilities are gained (like fireball). If a rogue gets 5 HP a level, and Fireball does 1d6 per level, (assuming it isn't capped) the fireball will take away half to one quarter of his life. (Except for evasion and improved evasion, which makes it 1/4 to none) Which bodes well for epic game design - as long a being a god or a cosmic entity or whatever doesn't give you anything but a suit of level-scaled powers, progressions go on infinitely without a hitch. If a character did around ~50 damage a round at level 30, and lets say Orcus has ~1000 HP even, then it takes a party of 4 about 5 rounds to win. Wanna play level 90? All the values should be 3x higher. (150 dmg/rnd, lvl 90 monster ~3000 HP) Wanna play level 9000? All the values should be 300x higher. (15000 dmg/rnd, lvl 300 monster ~300000 HP) Barring the benefits of divinity, the scale remains unbroken (if a bit uninspired) forever. Which may be the only weakness of the system: You can't really make any ability better than any other if scaling is involved; its just better. If a 4E Immortals book had Negative Energy Blast doing 1d6 per level, and the Fire blast doing 1d20 per level, if theres not some benefit that negative energy has over fire. (Other than fire resistance being more common) then I'll pick the fire one flat out. But if you said that the negative energy blast did damage that couldn't be healed this encounter, then suddenly this is a tough choice, despite one being obviously more effective. [/QUOTE]
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