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General Tabletop Discussion
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D&D Should Have Less HP Bloat
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<blockquote data-quote="EzekielRaiden" data-source="post: 8335322" data-attributes="member: 6790260"><p>When you're already working with something that has a pretty shallow power curve, "drastically flatten[ing]" it any further makes it sound rather like you don't want anyone's numbers to grow or change <em>whatsoever</em>. Given your stated level range is one where proficiency increases by a whopping <em>one whole point</em>, would you agree with this assessment? Because, I mean, if that's the case...again, I feel like that means you want a game <em>designed</em> not to scale much (if at all), which is rather contrary to <em>every</em> edition of D&D, not just the new ones--early editions tended to cut numbers off earlier but still scaled quite a bit. Keep in mind that hitting deep negative AC was not surprising even in 1e.</p><p></p><p>Edit:</p><p>And to be clear, it is entirely possible to gear a design toward "horizontal" power rather than "vertical" power. Horizontal power means you spread out, gaining new competencies you simply didn't have before--think the "E6" or "E8" houserule concepts for 3.X, where you stop gaining levels after 6th (or 8th), but can continue gaining <em>feats</em> thereafter by spending XP. Vertical power is increasing the potency of stuff you already have. Most games feature some of both, but D&D has generally focused its attention on vertical growth. You're going to be moving in rather new directions if you want to mostly eliminate vertical growth and focus almost totally on horizontal instead. The final product will only loosely resemble "D&D" as the term has usually been used.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8335322, member: 6790260"] When you're already working with something that has a pretty shallow power curve, "drastically flatten[ing]" it any further makes it sound rather like you don't want anyone's numbers to grow or change [I]whatsoever[/I]. Given your stated level range is one where proficiency increases by a whopping [I]one whole point[/I], would you agree with this assessment? Because, I mean, if that's the case...again, I feel like that means you want a game [I]designed[/I] not to scale much (if at all), which is rather contrary to [I]every[/I] edition of D&D, not just the new ones--early editions tended to cut numbers off earlier but still scaled quite a bit. Keep in mind that hitting deep negative AC was not surprising even in 1e. Edit: And to be clear, it is entirely possible to gear a design toward "horizontal" power rather than "vertical" power. Horizontal power means you spread out, gaining new competencies you simply didn't have before--think the "E6" or "E8" houserule concepts for 3.X, where you stop gaining levels after 6th (or 8th), but can continue gaining [I]feats[/I] thereafter by spending XP. Vertical power is increasing the potency of stuff you already have. Most games feature some of both, but D&D has generally focused its attention on vertical growth. You're going to be moving in rather new directions if you want to mostly eliminate vertical growth and focus almost totally on horizontal instead. The final product will only loosely resemble "D&D" as the term has usually been used. [/QUOTE]
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