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General Tabletop Discussion
*TTRPGs General
Cynicism of an AD&D refugee
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4546130" data-attributes="member: 710"><p>If we were to assume that the powers follow a certain "balancing" scheme by level or tier, we could translate the encounter or daily power advantage into relation to an at-will power, and then again translate this into a modifier to the attack. </p><p></p><p>For example, if the system assumes an average hit probability of 50 %, and an encounter power deals twice the damage (assuming a purely damaging power is somehow balanced on "average" with damage + effect powers) at heroic tier then an at-will power deals, you could reduce the hit chance to 25 %. (-5 penalty). That are a few iffs, short-cuts and some averaging involved, of course, which still might make some powers a little better, or (which might not that bad) be better in certain situations.</p><p></p><p>I am fairly certain that the designers have a few guidelines regarding this, but I am not sure if they are solid enough. In either case, the rules are more complicated - and in the end, you're basically adding a complex framework of rules to achieve the same as in the original, basically just attaching an illusion.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4546130, member: 710"] If we were to assume that the powers follow a certain "balancing" scheme by level or tier, we could translate the encounter or daily power advantage into relation to an at-will power, and then again translate this into a modifier to the attack. For example, if the system assumes an average hit probability of 50 %, and an encounter power deals twice the damage (assuming a purely damaging power is somehow balanced on "average" with damage + effect powers) at heroic tier then an at-will power deals, you could reduce the hit chance to 25 %. (-5 penalty). That are a few iffs, short-cuts and some averaging involved, of course, which still might make some powers a little better, or (which might not that bad) be better in certain situations. I am fairly certain that the designers have a few guidelines regarding this, but I am not sure if they are solid enough. In either case, the rules are more complicated - and in the end, you're basically adding a complex framework of rules to achieve the same as in the original, basically just attaching an illusion. [/QUOTE]
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