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*Pathfinder & Starfinder
More pure speculation- "The math is different"
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<blockquote data-quote="RSKennan" data-source="post: 3743183" data-attributes="member: 8256"><p>See, to me, high numbers doesn't mean high powered. It's all about what each individual increase means. I'm just saying that you can have the same range of power (and more), just with lower, more predictable numbers representing the same range of actual ability. </p><p></p><p></p><p>This would allow GMs and designers eyeball things more effectively. If you know that the wizard can make a given Will save 50% of the time, but that the fighter can only make it 25% of the time, you can design more effective encounters, and there will be fewer surprises. As it stands, the numbers are so far all over the place that it can sometimes be hard to take it all in, especially in the context of the larger adventure where you have to do it many times. </p><p></p><p>With different progressions, the saves alone get more and more unstable as you go up in level, unless you add stabilizing forces like magic items. These can have the unintended affect of making characters that already have good saves in these areas nigh invulnerable when used- a good GM wouldn't throw immensely powerful creatures at the party just to challenge one guy with astronomical saves. </p><p></p><p>Though I'm confident it would make for a more accessible game, I'm not even tied to low numbers, really, as long as the system stays stable across all levels.</p></blockquote><p></p>
[QUOTE="RSKennan, post: 3743183, member: 8256"] See, to me, high numbers doesn't mean high powered. It's all about what each individual increase means. I'm just saying that you can have the same range of power (and more), just with lower, more predictable numbers representing the same range of actual ability. This would allow GMs and designers eyeball things more effectively. If you know that the wizard can make a given Will save 50% of the time, but that the fighter can only make it 25% of the time, you can design more effective encounters, and there will be fewer surprises. As it stands, the numbers are so far all over the place that it can sometimes be hard to take it all in, especially in the context of the larger adventure where you have to do it many times. With different progressions, the saves alone get more and more unstable as you go up in level, unless you add stabilizing forces like magic items. These can have the unintended affect of making characters that already have good saves in these areas nigh invulnerable when used- a good GM wouldn't throw immensely powerful creatures at the party just to challenge one guy with astronomical saves. Though I'm confident it would make for a more accessible game, I'm not even tied to low numbers, really, as long as the system stays stable across all levels. [/QUOTE]
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