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Deconstructing class abilities for purchase with XP
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<blockquote data-quote="The Sigil" data-source="post: 1633381" data-attributes="member: 2013"><p>WRT to the "quadratic scaling" - some of the abilities scale linearly, some scale quadratically. In general, abilities that simply "increment" - increasing BAB or Caster Level, for instance, scale linearly, because there's generally not a lot of synergy. In general, abilities like this cost Y times the new bonus where Y is some constant. Just like the fighter needs 1000 XP to get to 2nd level (and get a +2 BAB) then another 2000 XP to get to 3rd level (to increment his BAB to +3) and so on, these abilities scale in cost linearly.</p><p></p><p>Abilities that are "choices" - mostly Feats, but also (to a lesser degree) saving throws and access to spells - tend to scale quadratically, because there's a lot more synergy that is involved because you're not picking a specific ability - you're picking "one choice from a huge menu that may or may not have good synergy from other stuff." ("Why Saving Throws?" You ask? Because Saving Throws tend to be applicable to a whole lot of situations, such as avoiding traps, resisting monster abilities, throwing of spell effects, and so on - contrast with BAB which just affects swing-and-hit or swing-and-miss in combat).</p><p></p><p>While the "synergy" argument is a convenient one, I guess, the real answer is that the quadratic scaling in these cases yielded the set of equations that offered a "best fit" line between re-building the 11 Core Classes and the "Core" XP chart. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 1633381, member: 2013"] WRT to the "quadratic scaling" - some of the abilities scale linearly, some scale quadratically. In general, abilities that simply "increment" - increasing BAB or Caster Level, for instance, scale linearly, because there's generally not a lot of synergy. In general, abilities like this cost Y times the new bonus where Y is some constant. Just like the fighter needs 1000 XP to get to 2nd level (and get a +2 BAB) then another 2000 XP to get to 3rd level (to increment his BAB to +3) and so on, these abilities scale in cost linearly. Abilities that are "choices" - mostly Feats, but also (to a lesser degree) saving throws and access to spells - tend to scale quadratically, because there's a lot more synergy that is involved because you're not picking a specific ability - you're picking "one choice from a huge menu that may or may not have good synergy from other stuff." ("Why Saving Throws?" You ask? Because Saving Throws tend to be applicable to a whole lot of situations, such as avoiding traps, resisting monster abilities, throwing of spell effects, and so on - contrast with BAB which just affects swing-and-hit or swing-and-miss in combat). While the "synergy" argument is a convenient one, I guess, the real answer is that the quadratic scaling in these cases yielded the set of equations that offered a "best fit" line between re-building the 11 Core Classes and the "Core" XP chart. ;) --The Sigil [/QUOTE]
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