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<blockquote data-quote="Falling Icicle" data-source="post: 6054479" data-attributes="member: 17077"><p>When they were originally talking about flatter math and their design goals for 5e, they mentioned that gaining levels was going to be alot more about getting more abilities and cooler stuff (like more/better maneuvers, in the case of fighters) than it was about bigger numbers. Yes, the numbers would still grow, but at a much slower pace than before. And while this is true of the way they're doing AC and attack bonuses, they're doing just the opposite with hp and damage.</p><p></p><p>I think 4e did a pretty good job of keeping damage scaling to a reasonable level. Sneak Attack, for example, started at 2d6 and only improved at level 11 and 21, to 3d6 and 5d6 respectively. Strikers such as rogues got abilities like that and while the bonus was significant enough to matter, it wasn't enough to leave non-striker classes in the dust. Spells in 4e were similar. Fireball, a 5th level spell, did 5d6 + int mod. Meteor Swarm, a 29th level spell, did 8d6 + Int mod. Of course, hp bloat was still a problem in 4e, and 4e's math wasn't perfect, but I think it was a big step in the right direction in those regards. As far as Next is concerned, 9th level spells don't need to be 9 times as powerful as 1st level spells. I'd much rather they be closer to 3 times as powerful.</p><p></p><p></p><p></p><p>I think they could do a few things better with expertise dice. One idea people have suggested is that expertise dice be [W] dice. That would help your choice of weapon be relevant and a strategic choice, though they would need to have some incentive to use lighter weapons. Most importantly, I think they should change Deadly Strike so that you only use the highest die roll instead of adding them all together. That way, having more dice is still an increase in power, but it doesn't allow your damage to skyrocket as you go up in level and it doesn't make all of the other maneuvers pointless in comparison.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6054479, member: 17077"] When they were originally talking about flatter math and their design goals for 5e, they mentioned that gaining levels was going to be alot more about getting more abilities and cooler stuff (like more/better maneuvers, in the case of fighters) than it was about bigger numbers. Yes, the numbers would still grow, but at a much slower pace than before. And while this is true of the way they're doing AC and attack bonuses, they're doing just the opposite with hp and damage. I think 4e did a pretty good job of keeping damage scaling to a reasonable level. Sneak Attack, for example, started at 2d6 and only improved at level 11 and 21, to 3d6 and 5d6 respectively. Strikers such as rogues got abilities like that and while the bonus was significant enough to matter, it wasn't enough to leave non-striker classes in the dust. Spells in 4e were similar. Fireball, a 5th level spell, did 5d6 + int mod. Meteor Swarm, a 29th level spell, did 8d6 + Int mod. Of course, hp bloat was still a problem in 4e, and 4e's math wasn't perfect, but I think it was a big step in the right direction in those regards. As far as Next is concerned, 9th level spells don't need to be 9 times as powerful as 1st level spells. I'd much rather they be closer to 3 times as powerful. I think they could do a few things better with expertise dice. One idea people have suggested is that expertise dice be [W] dice. That would help your choice of weapon be relevant and a strategic choice, though they would need to have some incentive to use lighter weapons. Most importantly, I think they should change Deadly Strike so that you only use the highest die roll instead of adding them all together. That way, having more dice is still an increase in power, but it doesn't allow your damage to skyrocket as you go up in level and it doesn't make all of the other maneuvers pointless in comparison. [/QUOTE]
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