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Game design trap - Starting too close to zero.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5847760" data-attributes="member: 54877"><p>Well, I certainly would not scale <strong>everything</strong> this way. That's total overkill. I wouldn't even scale most things this way. And for that matter, I wouldn't even consider it in a system with as wide a scale as 4E (though I guess once hit points are going into the mulitple hundreds, doing +4 versus +1 damage at start is rather beside the point). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Having stat mods be a flat +1 per 2 points in the ability score (so +5 at a value of 10) is definitely something I've considered as an easy way to both eliminate a set of negative numbers, deal with this issue on a systematic basis, and pick up some other niche benefits that are indirectly related. It does nothing to dampen rampant stat inflation when it comes to attack bonuses (as has been discussed several times already), and thus would need to be watched on that basis. But it would certainly make the damage bonus from high stats worth a bit less than it is now. Main problem with it is that if stats are producing that much of the bonus +5 to +10, say, then it doesn't leave much room for skill, while keeping a tight system inside the meaningful d20 range. I'd prefer mods stay within +10 normally, and within +20 on the outside. Can't do that if you have stats give +8 to +10 easily.</p><p> </p><p>OTOH, I believe that one time when I suggested starting at +0 mod with a 1 in the score, I advocated something like 1 (+0), 2-3 (+1), 4-6 (+2), 7-10 (+3), 11-15 (+4), 16-21 (+5), etc. That happens to work very effectively for a simple point-buy of 1 point per point in score, while discouraging extremely high scores. </p><p> </p><p>That does bring up another point which may have been misconstrued several times, and probably should extend my previous answer to Lanefan. I would also advocate that the bonus to damage grow relatively slowly, such that the d8+10 thing is not something that would happen quickly. That is, such a system would not change the wizard/fighter base from d4/d8+3 to d4+5 to d8+10 to compensate the fighter. Part of the point is to bring the classes closer together. If the 10 Str wizard is d4+4 or d4+5, then the 16 Str fighter is d8+7 or d8+8--and that is assuming that we stick with +1 mod per 2 points in the score, which I'm also not convinced is a good idea (however it is changed). </p><p> </p><p>Go back to the Basic/AD&D formula with its -3 to +3 range, or use something like I had above with +1 to +5 range, and now we are talking d4+3 verus d8+5. We aren't used to seeing that as valid, because 40 years of D&D has taught us that it can't possibly work for the fighter. But maybe if the wizard can hit like that, he can be forced to wait for the powerful magic until higher levels? Or maybe the fighter can get some other things to compensate?</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5847760, member: 54877"] Well, I certainly would not scale [B]everything[/B] this way. That's total overkill. I wouldn't even scale most things this way. And for that matter, I wouldn't even consider it in a system with as wide a scale as 4E (though I guess once hit points are going into the mulitple hundreds, doing +4 versus +1 damage at start is rather beside the point). :D Having stat mods be a flat +1 per 2 points in the ability score (so +5 at a value of 10) is definitely something I've considered as an easy way to both eliminate a set of negative numbers, deal with this issue on a systematic basis, and pick up some other niche benefits that are indirectly related. It does nothing to dampen rampant stat inflation when it comes to attack bonuses (as has been discussed several times already), and thus would need to be watched on that basis. But it would certainly make the damage bonus from high stats worth a bit less than it is now. Main problem with it is that if stats are producing that much of the bonus +5 to +10, say, then it doesn't leave much room for skill, while keeping a tight system inside the meaningful d20 range. I'd prefer mods stay within +10 normally, and within +20 on the outside. Can't do that if you have stats give +8 to +10 easily. OTOH, I believe that one time when I suggested starting at +0 mod with a 1 in the score, I advocated something like 1 (+0), 2-3 (+1), 4-6 (+2), 7-10 (+3), 11-15 (+4), 16-21 (+5), etc. That happens to work very effectively for a simple point-buy of 1 point per point in score, while discouraging extremely high scores. That does bring up another point which may have been misconstrued several times, and probably should extend my previous answer to Lanefan. I would also advocate that the bonus to damage grow relatively slowly, such that the d8+10 thing is not something that would happen quickly. That is, such a system would not change the wizard/fighter base from d4/d8+3 to d4+5 to d8+10 to compensate the fighter. Part of the point is to bring the classes closer together. If the 10 Str wizard is d4+4 or d4+5, then the 16 Str fighter is d8+7 or d8+8--and that is assuming that we stick with +1 mod per 2 points in the score, which I'm also not convinced is a good idea (however it is changed). Go back to the Basic/AD&D formula with its -3 to +3 range, or use something like I had above with +1 to +5 range, and now we are talking d4+3 verus d8+5. We aren't used to seeing that as valid, because 40 years of D&D has taught us that it can't possibly work for the fighter. But maybe if the wizard can hit like that, he can be forced to wait for the powerful magic until higher levels? Or maybe the fighter can get some other things to compensate? [/QUOTE]
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