Viktyr Gehrig
First Post
I love the flat math, but I would rather that ability scores continued to improve-- a much slower improvement than mathematic progressions, but improvement that is consistent across the character.
I can't XP you currently (the system appears to be disabled still), but I basically agree. I flattened the math in my game. But, I was replying to how some increases to skills/attacks/etc. play a part into the believability of the game, especially in a sandbox as opposed to "always fighting level appropriate enemies" or the like.I play sandbox-style, and I see what you're saying, but I personally still support flat math. I believe what the designers are going for is:
1. You'll have some modest to-hit bonuses across the life of your PC, but since monster ACs won't scale, those modest bonuses will be very meaningful.
2. You'll increase in power in other ways, mostly through higher damage and more options.
3. In a sandbox specifically, I think flat math will help make parts of the world stay meaningful longer.
4. Also good for verisimilitude is the fact that AC now makes more sense given the reality of a monster.
4. Also good for verisimilitude is the fact that AC now makes more sense given the reality of a monster. A 10th-level orc won't just magically have a higher AC because he's 10th level. He'll have more HP, sure, because he's tougher and more experienced, but his armor won't suddenly be better or his skin tougher. This also should mean that we can add armor to monsters as a way of toughening them up (giving kobolds chain mail or something) that makes sense in the game world and doesn't break a preset pattern of math.
I was going to make exactly this point, and it's one of my favorite things about flat math. It always bugged the heck out of me that, say, a boar gets +5 natural armor (in 3e) -- which is as good as chainmail -- just so the math can work out for level-appropriate characters. It may have a tough hide, but it's not as tough as interlinked steel rings!
Exactly. I've never been able to resolve HP as anything except several layers of abstraction. This system just works for me.You know, I was feeling the same as the OP, until I realized (from my perspective) how much of this makes sense in the Hit Points are Abstract philosophy. And how much the Development Team seems to have embraced that.
I have read somewhere that the overnight healing is (paraphrase coming) bascially because as long as you have 1 hit point you have not had any solid hits. Basically one good shot and you are down, and until you are down, you must not have gotten hit very hard.
Add this in to Damage increases instead of To Hit bonuses......Each Hit that you make as fighter (for example) is more likely to be the one to lay out the enemy. And even a rolled misses (for a slayer) slowly wears down the guy until you connect with a big hit.
I know most of these will get tweaked, but I really really like the mindset here.
Simpler Math, but bigger payouts.
RK
I understand I may not be in the majority, but those improvements speak to the game world: if many demons are better than goblins with to-hit, AC, and hit points, and my PCs are equal those demons, then my PCs, in the game world, are better than goblins. I can now take on demons with some reliability (in a group), and take on many more goblins.
I play sandbox-style, and I see what you're saying, but I personally still support flat math. I believe what the designers are going for is:
Lots of good points