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Immortals Handbook - Grimoire (Artifacts, Epic Magic discussion)
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<blockquote data-quote="zarquin" data-source="post: 3378973" data-attributes="member: 50386"><p><strong>character wealth progression</strong></p><p></p><p>Kerrick, I have a slight issue with the idea of the scaled multiplier for the epic items, which is that what you're just effectively doing is changing the cost from bonus squared to bonus cubed. Even that doesn't scale well.</p><p></p><p>This are just done through the Epic progression rules, sadly I don't own the other books, yet </p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p>Let's run a minor thought experiment:</p><p>Bob the fighter is lazy, boring and exceedingly uninteresting. So he has no feats, skills, and has all base attributes at 10 and does not receive ability increases.</p><p></p><p>Bob has decided to make the Sword of Win, which will give the user an equal bonus to all attributes, attack bonus, and natural armor.</p><p></p><p>This sword has the follwing costs:</p><p>*10 - it's ALWAYS epic</p><p>*2 - it has multiple abilities that don't make sense to be placed on a sword</p><p>*2 - it's extremely silly</p><p>*2 - multiple non-similar abilites</p><p>*(1000[attribute bonus]*6[six attributes]+2000[natural armor bonus] + 2000[weapon enhancement bonus] )</p><p>* bonus squared.</p><p></p><p>so it's finale cost is 800,000 * bonus squared.</p><p></p><p>If we're still going by the 10% increase of wealth per CR +1 for epic wealth/</p><p></p><p>And because Bob is single-minded and lazy this is the only thing he will spend money on.</p><p>Note: if you really want me to use the 1/4th character wealth max for a single item, this will in fact make bob MORE effecient, since the item effectily costs 8* what it would cost to have each item use it's own slot.</p><p></p><p>Bob's sword will get a +1 bonus at 21st level assuming that this is the ONLY thing bob spends wealth on. </p><p>it will get a +2 at 36th level</p><p>+3 at 44th level</p><p>+10 at 69th level</p><p>+40 at 98th level</p><p>+1000 at 168th level</p><p>+1e6 at 311th level</p><p>+1e12 at 601th level</p><p></p><p>If we use the cubic progression of karrick's progression, slightly simplied that I'm just ALWAYS going to use the cube of the bonus, which should make this simpler to find the bonus for.</p><p>+1 at 21st again</p><p>+2 at 43rd level</p><p>+3 at 56th level</p><p>+10 at 94th level</p><p>+40 at 137th level</p><p>+1000 at 228th level</p><p>+1e6 at 456th level</p><p>+1e12 at 818th level</p><p></p><p>Since this game is meant to be designed for play up to ECL 1,000. I hope that this is made impossible. What we'd want is a cost to increase a bonus to be of the same rate of growth as the rate of wealth gain. Give or take some constant. Since "wealth" progression is almost always going to of an exponential model, we'd need an exponential model to govern cost. IE: if I double the bonus, I'd increase the cost by an order of magnitude, so that a +10 might cost 1M, but a +20 would cost 10M, +40 at 100M, etc...</p><p></p><p>The problem I have with using a logrithmic progression, IE: the increase in wealth between CR and CR+1 goes down to zero, is that again, it doesn't scale well, because eventually it might take hundreds or thousands of encouters to increase your bonus by +1, even if you just have a cost of bonus*1000. Although, yes I realize that the ECLs at that point, are silly beyond the point of extreme.</p><p></p><p>Using the bonus squared method, every 14 and a half levels I double my bonus</p><p>Using the bonus cubed method, every 21 and a half levels I double my bonus </p><p></p><p>Also, if we use the improved materials in the free section for up to Strong-Symmetric Matter, which requires a measly 800 strength to wield. it's 1e34 times as dense as neutronium, so requires an additional 565 strength above neutronium to wield. What does a STR based char do for increased damage past that?</p></blockquote><p></p>
[QUOTE="zarquin, post: 3378973, member: 50386"] [b]character wealth progression[/b] Kerrick, I have a slight issue with the idea of the scaled multiplier for the epic items, which is that what you're just effectively doing is changing the cost from bonus squared to bonus cubed. Even that doesn't scale well. This are just done through the Epic progression rules, sadly I don't own the other books, yet :( Let's run a minor thought experiment: Bob the fighter is lazy, boring and exceedingly uninteresting. So he has no feats, skills, and has all base attributes at 10 and does not receive ability increases. Bob has decided to make the Sword of Win, which will give the user an equal bonus to all attributes, attack bonus, and natural armor. This sword has the follwing costs: *10 - it's ALWAYS epic *2 - it has multiple abilities that don't make sense to be placed on a sword *2 - it's extremely silly *2 - multiple non-similar abilites *(1000[attribute bonus]*6[six attributes]+2000[natural armor bonus] + 2000[weapon enhancement bonus] ) * bonus squared. so it's finale cost is 800,000 * bonus squared. If we're still going by the 10% increase of wealth per CR +1 for epic wealth/ And because Bob is single-minded and lazy this is the only thing he will spend money on. Note: if you really want me to use the 1/4th character wealth max for a single item, this will in fact make bob MORE effecient, since the item effectily costs 8* what it would cost to have each item use it's own slot. Bob's sword will get a +1 bonus at 21st level assuming that this is the ONLY thing bob spends wealth on. it will get a +2 at 36th level +3 at 44th level +10 at 69th level +40 at 98th level +1000 at 168th level +1e6 at 311th level +1e12 at 601th level If we use the cubic progression of karrick's progression, slightly simplied that I'm just ALWAYS going to use the cube of the bonus, which should make this simpler to find the bonus for. +1 at 21st again +2 at 43rd level +3 at 56th level +10 at 94th level +40 at 137th level +1000 at 228th level +1e6 at 456th level +1e12 at 818th level Since this game is meant to be designed for play up to ECL 1,000. I hope that this is made impossible. What we'd want is a cost to increase a bonus to be of the same rate of growth as the rate of wealth gain. Give or take some constant. Since "wealth" progression is almost always going to of an exponential model, we'd need an exponential model to govern cost. IE: if I double the bonus, I'd increase the cost by an order of magnitude, so that a +10 might cost 1M, but a +20 would cost 10M, +40 at 100M, etc... The problem I have with using a logrithmic progression, IE: the increase in wealth between CR and CR+1 goes down to zero, is that again, it doesn't scale well, because eventually it might take hundreds or thousands of encouters to increase your bonus by +1, even if you just have a cost of bonus*1000. Although, yes I realize that the ECLs at that point, are silly beyond the point of extreme. Using the bonus squared method, every 14 and a half levels I double my bonus Using the bonus cubed method, every 21 and a half levels I double my bonus Also, if we use the improved materials in the free section for up to Strong-Symmetric Matter, which requires a measly 800 strength to wield. it's 1e34 times as dense as neutronium, so requires an additional 565 strength above neutronium to wield. What does a STR based char do for increased damage past that? [/QUOTE]
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Immortals Handbook - Grimoire (Artifacts, Epic Magic discussion)
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