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Bell Curve - Ramifications?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4359661" data-attributes="member: 710"><p>The returns are not diminishing. They are constant.</p><p></p><p></p><p>It seems more a psychological issue. "+1%" doesn't feel big enough after you've enjoyed a +5% increases. </p><p></p><p>The "trick" D&D 4 uses is that your actual to-hit chances are fairly constant, since the enemies you fight grow with you. Thus you always feel getting more powerful.</p><p>An alternative at least for combat would be to increase the number of enemies you fight instead of their strength. So, at some point you might have reached a 60 % to-hit chance, but you can actually make two attacks with that chance, or something like that.</p><p></p><p></p><p></p><p>But that is not a problem of the size of the numbers involved, but of the complexity in arriving at them. Which might be related to the number of options gained. 4E increases the number of actual options per combat at a low number, but the options improve over time. Where you used to have an ability that dealt 2[W] damage, you eventually get one that deals 3[W] damage. Overall, this should keep the game manageable. (It remains to be seen if this works out in the long run, but I can see the design striving for that). In 3E, basically every level of spell added to what you had before - it rarely replaced it. <em>Bulls Strength</em> might got obsolete with <em>Mass Bull Strength</em>, but Bless remains valid even if the Cleric has <em>Prayer</em>.</p><p></p><p>Players would have no problems with an attack bonus of +3, +30 or +300. But they have a problem if they have to apply 10 effects to arrive at that number. </p><p></p><p>Another issue might be with the type of options available - if a DM prefers the PCs traveling around and meeting NPCs and finding reasons to adventure, a campaign becomes less suited for him once Teleport becomes available. Similar, a DM that loves mysteries will prefer to limit the effects of divinations in his game...</p><p>That problem will stay as long as you allow such an effect. </p><p></p><p>Well, this is getting fairly off-topic... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4359661, member: 710"] The returns are not diminishing. They are constant. It seems more a psychological issue. "+1%" doesn't feel big enough after you've enjoyed a +5% increases. The "trick" D&D 4 uses is that your actual to-hit chances are fairly constant, since the enemies you fight grow with you. Thus you always feel getting more powerful. An alternative at least for combat would be to increase the number of enemies you fight instead of their strength. So, at some point you might have reached a 60 % to-hit chance, but you can actually make two attacks with that chance, or something like that. But that is not a problem of the size of the numbers involved, but of the complexity in arriving at them. Which might be related to the number of options gained. 4E increases the number of actual options per combat at a low number, but the options improve over time. Where you used to have an ability that dealt 2[W] damage, you eventually get one that deals 3[W] damage. Overall, this should keep the game manageable. (It remains to be seen if this works out in the long run, but I can see the design striving for that). In 3E, basically every level of spell added to what you had before - it rarely replaced it. [i]Bulls Strength[/i] might got obsolete with [i]Mass Bull Strength[/i], but Bless remains valid even if the Cleric has [i]Prayer[/i]. Players would have no problems with an attack bonus of +3, +30 or +300. But they have a problem if they have to apply 10 effects to arrive at that number. Another issue might be with the type of options available - if a DM prefers the PCs traveling around and meeting NPCs and finding reasons to adventure, a campaign becomes less suited for him once Teleport becomes available. Similar, a DM that loves mysteries will prefer to limit the effects of divinations in his game... That problem will stay as long as you allow such an effect. Well, this is getting fairly off-topic... :) [/QUOTE]
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