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Game design trap - Starting too close to zero.
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<blockquote data-quote="Pyromantic" data-source="post: 5847492" data-attributes="member: 6690699"><p>But again I find this a more compelling argument for changing the way magic items are treated rather than requiring increased granularity in damage scaling.</p><p> </p><p>Firstly, +1 weapons were, IMO, far more important for their bonus to hit than damage. There is indeed no reason that a magic weapon can't just give a damage bonus. Any to-hit bonus it gives is a separate issue.</p><p> </p><p>Secondly, what has been said about magic items in 5th is that the system will assume you have none in working with scaling. The expectation of magic items is being downplayed or outright removed, and that's a good thing as far as I'm concerned.</p><p> </p><p>I'm not entirely opposed to the idea of changing the starting point for certain things, but only if a real need is identified. If you give more bonuses to damage across the board, where is it going to come from? If you place it as a separate bonus from class, proficiency, or somesuch, then it's just one more thing to clutter the system. </p><p> </p><p>You could increase all attribute modifiers by 5 or something, but I think that's unnecessary if your only real goal is to narrow the gap between the low and high ends of melee damage.</p></blockquote><p></p>
[QUOTE="Pyromantic, post: 5847492, member: 6690699"] But again I find this a more compelling argument for changing the way magic items are treated rather than requiring increased granularity in damage scaling. Firstly, +1 weapons were, IMO, far more important for their bonus to hit than damage. There is indeed no reason that a magic weapon can't just give a damage bonus. Any to-hit bonus it gives is a separate issue. Secondly, what has been said about magic items in 5th is that the system will assume you have none in working with scaling. The expectation of magic items is being downplayed or outright removed, and that's a good thing as far as I'm concerned. I'm not entirely opposed to the idea of changing the starting point for certain things, but only if a real need is identified. If you give more bonuses to damage across the board, where is it going to come from? If you place it as a separate bonus from class, proficiency, or somesuch, then it's just one more thing to clutter the system. You could increase all attribute modifiers by 5 or something, but I think that's unnecessary if your only real goal is to narrow the gap between the low and high ends of melee damage. [/QUOTE]
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