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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Celebrim" data-source="post: 3436171" data-attributes="member: 4937"><p>That's not a particularly deep problem in my opinion.</p><p></p><p>The basic problem with the design of the epic spell seeds is that they treat increases or decreases in DC as if they reflected a linear increase or decrease in power. So, for the example you site, the problem I have is that a mitigating factor should, particularly past some point (5, 8, 13, whatever your lucky number is) should require doubling the number of casters in order to obtain the linear effect on the spellcrafting DC. In order to mitigate a DC a non-linear input is required. </p><p></p><p>We can look at reverse cases where the designers making the same wrong assumption leads to nerfs rather than breaks. The Epic Summon seed increases linearly with CR, but the DC doubles with each additional creature summoned. But as we know, the CR system is designed such that an increase in 2 CR implies roughly double the combat effectiveness. So, in fact doubling the number of creatures summoned should lead to only a linear increase in difficulty.</p><p></p><p>If the problem is only balancing the Epic seeds with a particular rank in spellcrafting, then I don't think its a lost cause. If the problem is with the way the game treats ranks in spellcrafting itself, then that's a problem.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3436171, member: 4937"] That's not a particularly deep problem in my opinion. The basic problem with the design of the epic spell seeds is that they treat increases or decreases in DC as if they reflected a linear increase or decrease in power. So, for the example you site, the problem I have is that a mitigating factor should, particularly past some point (5, 8, 13, whatever your lucky number is) should require doubling the number of casters in order to obtain the linear effect on the spellcrafting DC. In order to mitigate a DC a non-linear input is required. We can look at reverse cases where the designers making the same wrong assumption leads to nerfs rather than breaks. The Epic Summon seed increases linearly with CR, but the DC doubles with each additional creature summoned. But as we know, the CR system is designed such that an increase in 2 CR implies roughly double the combat effectiveness. So, in fact doubling the number of creatures summoned should lead to only a linear increase in difficulty. If the problem is only balancing the Epic seeds with a particular rank in spellcrafting, then I don't think its a lost cause. If the problem is with the way the game treats ranks in spellcrafting itself, then that's a problem. [/QUOTE]
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