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Game design trap - Starting too close to zero.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5848255" data-attributes="member: 82106"><p>It is true, but the difference is pretty trivial for any likely numbers. 6.0/6.02 is very close to 1. (referencing your other post, sorry forgot to quote it).</p><p></p><p>Indeed for linear situations like to-hit the only question is a matter of how big the range is. </p><p></p><p>I think CJ is quite right on the damage (and other things) aspect though. You would really want to be away from zero such that you can have both a reasonable absolute difference and a smaller relative difference between best and worst. </p><p></p><p>Personally I like the idea of stat bonuses starting with 1 and just being 1/2 your stat. I know many people will hate the average +5 to +9 you'll get in a typical stat range, but for things like to-hit you're ALREADY in that range with 4e. So just eliminate some of the other not very useful bonuses, like proficiency. If there's very little bonus for level you could easily end up with a fairly narrow range. Lets say you have a +1/3 levels to-hit and a total level range of 18 levels. That's only +6 for level, max. Now maybe there's a few ways you can get a static bonus (say a really special weapon could give a +1, maybe some classes get +1, etc). So you might have say +3 max there. You're only at a range now from +5 worst-case (level 1 guy with 10 STR) to 9+6+3 = +18 for a level 20 guy with everything maxed and 18 STR (and lets just ditch the stat boosts beyond that, eh). Even if a guy can get a 22 STR with some sort of magic that would still max the range at +20. I think that works and keeps things simple. </p><p></p><p>The nice thing here is the wizard's to-hit with his dagger doesn't go down relatively to the fighter at higher levels, except maybe a couple points. Now, when you go to DAMAGE the same bonuses can apply, so the wizard's 1d4+5 is relatively not super far off from the fighter's 1d8+9 at the same level. Attacking with the dagger is a viable option, unlike in 4e where it is just basically laughable. You can now scale defenses and hit points around these numbers easily enough.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5848255, member: 82106"] It is true, but the difference is pretty trivial for any likely numbers. 6.0/6.02 is very close to 1. (referencing your other post, sorry forgot to quote it). Indeed for linear situations like to-hit the only question is a matter of how big the range is. I think CJ is quite right on the damage (and other things) aspect though. You would really want to be away from zero such that you can have both a reasonable absolute difference and a smaller relative difference between best and worst. Personally I like the idea of stat bonuses starting with 1 and just being 1/2 your stat. I know many people will hate the average +5 to +9 you'll get in a typical stat range, but for things like to-hit you're ALREADY in that range with 4e. So just eliminate some of the other not very useful bonuses, like proficiency. If there's very little bonus for level you could easily end up with a fairly narrow range. Lets say you have a +1/3 levels to-hit and a total level range of 18 levels. That's only +6 for level, max. Now maybe there's a few ways you can get a static bonus (say a really special weapon could give a +1, maybe some classes get +1, etc). So you might have say +3 max there. You're only at a range now from +5 worst-case (level 1 guy with 10 STR) to 9+6+3 = +18 for a level 20 guy with everything maxed and 18 STR (and lets just ditch the stat boosts beyond that, eh). Even if a guy can get a 22 STR with some sort of magic that would still max the range at +20. I think that works and keeps things simple. The nice thing here is the wizard's to-hit with his dagger doesn't go down relatively to the fighter at higher levels, except maybe a couple points. Now, when you go to DAMAGE the same bonuses can apply, so the wizard's 1d4+5 is relatively not super far off from the fighter's 1d8+9 at the same level. Attacking with the dagger is a viable option, unlike in 4e where it is just basically laughable. You can now scale defenses and hit points around these numbers easily enough. [/QUOTE]
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