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[Continuation 4e] - a manifesto
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<blockquote data-quote="GreyICE" data-source="post: 6003108" data-attributes="member: 6684526"><p>Hmmmmm.</p><p></p><p>I'd really like to eliminate the +1/2 per level, magic item treadmill, and Expertise mistakes right off the bat. </p><p></p><p>So, tentitively:</p><p></p><p><strong>Defenses:</strong> Grow at the rate of +1 per 3 levels, giving us a total growth of +6/+7 over the course of 20 levels. That should keep lower level monsters relevant much longer.</p><p></p><p><strong>Damage:</strong> Grows at the rate of +5% (average) per level. 50% boost for encounter and recharge powers, -25% for area powers. This should result in level 20 monsters dealing roughly 2.5 times the damage of level 1 monsters, on average. </p><p></p><p>A starting point is swinging a 1d10 weapon with a +4 modifier to damage thanks to stats, which is 9.5, so calling a standard damage at-will action 10 damage at 1st level is probably fair (this would make the same at-will need to do 25 damage at level 20)</p><p></p><p><strong>Other:</strong> As the range of options available to the PCs grow, the range of options the opposition has should grow. Therefore I'd suggest that there is scaling ability growth baked in somewhere (otherwise the game will get progressively LESS lethal, which is not the goal). We probably should encapsulate that somehow.</p><p></p><p></p><p>This is a VERY flat math system, but it should offer us long-term benefits in terms of powers remaining relevant longer, and having to toss less math fixes in the system (if the variety between levels 1 and 20 is just 2.5x damage and +6 defenses it's a lot harder for the game to massively unbalance than it is if the variety is +19 to defenses and like 10x damage)</p><p></p><p>Suggestions? We should nail down the numbers in the framework before we start making powers, so we know what we're aiming for. </p><p></p><p></p><p><strong>Possibility:</strong> We could stat one set of numbers for levels 1-10, and then choose a new, higher plane for levels 11-20. It would create more of a feeling of separation between the two, but it probably fairly creates a sense of "another tier" for the paragon levels.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6003108, member: 6684526"] Hmmmmm. I'd really like to eliminate the +1/2 per level, magic item treadmill, and Expertise mistakes right off the bat. So, tentitively: [B]Defenses:[/B] Grow at the rate of +1 per 3 levels, giving us a total growth of +6/+7 over the course of 20 levels. That should keep lower level monsters relevant much longer. [B]Damage:[/B] Grows at the rate of +5% (average) per level. 50% boost for encounter and recharge powers, -25% for area powers. This should result in level 20 monsters dealing roughly 2.5 times the damage of level 1 monsters, on average. A starting point is swinging a 1d10 weapon with a +4 modifier to damage thanks to stats, which is 9.5, so calling a standard damage at-will action 10 damage at 1st level is probably fair (this would make the same at-will need to do 25 damage at level 20) [B]Other:[/B] As the range of options available to the PCs grow, the range of options the opposition has should grow. Therefore I'd suggest that there is scaling ability growth baked in somewhere (otherwise the game will get progressively LESS lethal, which is not the goal). We probably should encapsulate that somehow. This is a VERY flat math system, but it should offer us long-term benefits in terms of powers remaining relevant longer, and having to toss less math fixes in the system (if the variety between levels 1 and 20 is just 2.5x damage and +6 defenses it's a lot harder for the game to massively unbalance than it is if the variety is +19 to defenses and like 10x damage) Suggestions? We should nail down the numbers in the framework before we start making powers, so we know what we're aiming for. [B]Possibility:[/B] We could stat one set of numbers for levels 1-10, and then choose a new, higher plane for levels 11-20. It would create more of a feeling of separation between the two, but it probably fairly creates a sense of "another tier" for the paragon levels. [/QUOTE]
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