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<blockquote data-quote="Manbearcat" data-source="post: 6177090" data-attributes="member: 6696971"><p>The primary problem I have with the paradigm of fluctuating, nebulously accounted for value of class worth (specifically in the arena of combat where the cost of failure is so punitive) is when a class is represented as a value of L(evel) * <em>n </em>(where the value of <em>n </em>is represented as 1) and then goes into the encounter budget formula accordingly. When varying classes are less than or greater than 1, all of a sudden we have set up a situation where challenge predictability (and thus planning) runs wildly askew. That puts enormous pressure on the GM to ad-hoc a combat midstream to correct for the large error bars in the formula. I don't want that pressure, I don't want that conflict of interest, and I don't want the responsibility to correct for bad math mid-stream. I want the output of encounters I set up to manifest pretty closely to the inputs so all of my mental overhead is spent on (i) going full bore against the PCs (thus giving them a true victory rather than a massaged one) and (ii) the set-dressing and stakes that make the encounter compelling.</p><p></p><p>If <em>n </em>is represented in the rulebooks as 1 yet we have the hypothetical true value of <em>n </em>for classes as</p><p></p><p>Halfling Fighters @.65</p><p>Fighters, Monks @ .75</p><p>Rangers, Rogues, Barbarians @ 1</p><p>Bards, Swordsages @ 1.25</p><p>Wizards, Clerics, Druids @ 1.5</p><p></p><p>, all of a sudden we have a deeply askew encounter formula contingent upon group makeup. Worse yet, if certain classes scale quadratically while others scale linearly, as the game progresses <em>n </em>runs afoul by yet another vector, rendering functional encounter budgeting all but obsolete by a further perturbed <em>n</em>...which is represented as a constant 1 by the rulebooks. </p><p></p><p>Theoretically, say a 10th level group of 5 are supposed to be budgeted at 50 (10 * 1 * 5) for an of-level encounter and 100 for an BBEG equivalent combat. By 10th level, my group with a Halfling Fighter (10 * .65), a Human Fighter (10 * .75), a Monk (10 * .75), a Ranger (10 * 1), and a Bard (10 * 1.25) are swimming heavily upstream with a 44 input to that proposed budget of 50 and 100. While of-level combats are slightly harder, BBEG fights may become pretty close to insurmountable. Alternatively, by 10th level, my group with a Druid (10 * 1.5), a Cleric (10 * 1.5), a Wizard (10 * 1.5), a Swordsage (10 * 1.25), and a Barbarian (10 * 1) are well ahead of the game @ 67.5 input to that proposed budget, dominating of-level encounters and trivializing (relatively) BBEG fights. And the rulebooks wouldn't represent this. I'd have TPKs at one end of the spectrum and anti-climactic BBEG fights at the other end...and the built in conflict of interest to "massage" the fights midstream to produce something beyond a table full of facepalms or an unrewarding confrontation with a primary antagonist.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6177090, member: 6696971"] The primary problem I have with the paradigm of fluctuating, nebulously accounted for value of class worth (specifically in the arena of combat where the cost of failure is so punitive) is when a class is represented as a value of L(evel) * [I]n [/I](where the value of [I]n [/I]is represented as 1) and then goes into the encounter budget formula accordingly. When varying classes are less than or greater than 1, all of a sudden we have set up a situation where challenge predictability (and thus planning) runs wildly askew. That puts enormous pressure on the GM to ad-hoc a combat midstream to correct for the large error bars in the formula. I don't want that pressure, I don't want that conflict of interest, and I don't want the responsibility to correct for bad math mid-stream. I want the output of encounters I set up to manifest pretty closely to the inputs so all of my mental overhead is spent on (i) going full bore against the PCs (thus giving them a true victory rather than a massaged one) and (ii) the set-dressing and stakes that make the encounter compelling. If [I]n [/I]is represented in the rulebooks as 1 yet we have the hypothetical true value of [I]n [/I]for classes as Halfling Fighters @.65 Fighters, Monks @ .75 Rangers, Rogues, Barbarians @ 1 Bards, Swordsages @ 1.25 Wizards, Clerics, Druids @ 1.5 , all of a sudden we have a deeply askew encounter formula contingent upon group makeup. Worse yet, if certain classes scale quadratically while others scale linearly, as the game progresses [I]n [/I]runs afoul by yet another vector, rendering functional encounter budgeting all but obsolete by a further perturbed [I]n[/I]...which is represented as a constant 1 by the rulebooks. Theoretically, say a 10th level group of 5 are supposed to be budgeted at 50 (10 * 1 * 5) for an of-level encounter and 100 for an BBEG equivalent combat. By 10th level, my group with a Halfling Fighter (10 * .65), a Human Fighter (10 * .75), a Monk (10 * .75), a Ranger (10 * 1), and a Bard (10 * 1.25) are swimming heavily upstream with a 44 input to that proposed budget of 50 and 100. While of-level combats are slightly harder, BBEG fights may become pretty close to insurmountable. Alternatively, by 10th level, my group with a Druid (10 * 1.5), a Cleric (10 * 1.5), a Wizard (10 * 1.5), a Swordsage (10 * 1.25), and a Barbarian (10 * 1) are well ahead of the game @ 67.5 input to that proposed budget, dominating of-level encounters and trivializing (relatively) BBEG fights. And the rulebooks wouldn't represent this. I'd have TPKs at one end of the spectrum and anti-climactic BBEG fights at the other end...and the built in conflict of interest to "massage" the fights midstream to produce something beyond a table full of facepalms or an unrewarding confrontation with a primary antagonist. [/QUOTE]
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