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Forked Thread: Why do we have a constant numbers bloat?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4616967" data-attributes="member: 5143"><p>It doesn't always go up. Heck, most of the numbers went down dramatically in 4e compared to 3e. Numbers didn't change almost at all from 1e to 2e. Even some numbers went down from 2e to 3e.</p><p></p><p>In fact, there have been very few places that the number have become all that much bigger. The places that numbers went up were mostly to create granularity. For instance, if a person with average strength gets no bonus to hit and damage and a person with near superhuman strength gets +1 then it's easy to feel that your above average strength is rather useless because it doesn't give you any more bonus than someone with average strength.</p><p></p><p>So, the way to fix this is to change the scale of the numbers. If someone with near superhuman strength has +5 to hit and damage then you can create more tiers of strength.</p><p></p><p>Although, it seems to me that your beef appears to be more with the fact that it was considered to be a really big deal when you had an 18 strength and that in 4e, it's considered the standard for all fighters. This has more to do with balance changes. Because in previous editions, it was a given that almost everything about the game was completely random. Your stats, what weapons you found, your attack rolls, the enemies you were fighting, and so on. If you ended up with an 18/00 strength and found a +5 weapon at level 1, you were considered to be really lucky and that life should be easy for your character because of that luck.</p><p></p><p>If your DM made you choose a class before you rolled for stats and you ended up with a 6 strength fighter, well...tough luck. Of course you were supposed to die easily. That's the way life works, it isn't fair. It wasn't very much fun to die so easily and to be completely unable to hit anything. But, maybe if you got really lucky, you'd survive and you'd have a story to tell.</p><p></p><p>The modern theory of gaming is more about balance. The only way to do that is to give you a lot less randomness in character creation. Preferably none. But if there is no randomness, then "the max" will become the average. I say "the max" because there may be a practical limit. If it costs 10 points for a 17 and 20 points for an 18, most people won't spend the extra.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4616967, member: 5143"] It doesn't always go up. Heck, most of the numbers went down dramatically in 4e compared to 3e. Numbers didn't change almost at all from 1e to 2e. Even some numbers went down from 2e to 3e. In fact, there have been very few places that the number have become all that much bigger. The places that numbers went up were mostly to create granularity. For instance, if a person with average strength gets no bonus to hit and damage and a person with near superhuman strength gets +1 then it's easy to feel that your above average strength is rather useless because it doesn't give you any more bonus than someone with average strength. So, the way to fix this is to change the scale of the numbers. If someone with near superhuman strength has +5 to hit and damage then you can create more tiers of strength. Although, it seems to me that your beef appears to be more with the fact that it was considered to be a really big deal when you had an 18 strength and that in 4e, it's considered the standard for all fighters. This has more to do with balance changes. Because in previous editions, it was a given that almost everything about the game was completely random. Your stats, what weapons you found, your attack rolls, the enemies you were fighting, and so on. If you ended up with an 18/00 strength and found a +5 weapon at level 1, you were considered to be really lucky and that life should be easy for your character because of that luck. If your DM made you choose a class before you rolled for stats and you ended up with a 6 strength fighter, well...tough luck. Of course you were supposed to die easily. That's the way life works, it isn't fair. It wasn't very much fun to die so easily and to be completely unable to hit anything. But, maybe if you got really lucky, you'd survive and you'd have a story to tell. The modern theory of gaming is more about balance. The only way to do that is to give you a lot less randomness in character creation. Preferably none. But if there is no randomness, then "the max" will become the average. I say "the max" because there may be a practical limit. If it costs 10 points for a 17 and 20 points for an 18, most people won't spend the extra. [/QUOTE]
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