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General Tabletop Discussion
*Dungeons & Dragons
No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Crazy Jerome" data-source="post: 5782750" data-attributes="member: 54877"><p>I think one of the keys to making this work is make the scaling hit points and damage relatively tame. That includes, by default, lopping off the extremes on either end. It is a lot easier to provide options that tweak slowly scaling hit points and damage, than it is to handle huge differences.</p><p> </p><p>After all, if a red dragon does 10d10 compared to some starting kobold's 1d4, and hit points are scaling similar to match, then you rapidly hit things above or below the expected range that have no shot. And if you go to rework this, you have to change every damage expression and hit point expression in the game. </p><p> </p><p>OTOH, if you start the hit points somewhere between the 3E and 4E numbers (4E had the right idea, but maybe pushed it too far), and then have starting characters doing their d8+4 or whatever, then you can scale up more gradually into numbers that are nonetheless noticable. </p><p> </p><p>Finally, if you want an option that gives you something more like, say, the AD&D 1st ed. range for characters from 1st to name level, you can apply in number of different options to the hit points and damage (whether crits that scale faster than the default, or magic equipment, or special monster abilities, etc.) That starting kobold that is a threat in the default is still running around with his decent hit points and hitting for decent damage, but he doesn't get any of these options. So a PC smacks him and he goes down.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5782750, member: 54877"] I think one of the keys to making this work is make the scaling hit points and damage relatively tame. That includes, by default, lopping off the extremes on either end. It is a lot easier to provide options that tweak slowly scaling hit points and damage, than it is to handle huge differences. After all, if a red dragon does 10d10 compared to some starting kobold's 1d4, and hit points are scaling similar to match, then you rapidly hit things above or below the expected range that have no shot. And if you go to rework this, you have to change every damage expression and hit point expression in the game. OTOH, if you start the hit points somewhere between the 3E and 4E numbers (4E had the right idea, but maybe pushed it too far), and then have starting characters doing their d8+4 or whatever, then you can scale up more gradually into numbers that are nonetheless noticable. Finally, if you want an option that gives you something more like, say, the AD&D 1st ed. range for characters from 1st to name level, you can apply in number of different options to the hit points and damage (whether crits that scale faster than the default, or magic equipment, or special monster abilities, etc.) That starting kobold that is a threat in the default is still running around with his decent hit points and hitting for decent damage, but he doesn't get any of these options. So a PC smacks him and he goes down. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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