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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5782993" data-attributes="member: 82106"><p>Yeah, there are a lot of advantages to this system from a system-wide standpoint. You don't even need artificial constructs anymore like "solo" monsters. You can simply have a high level dragon, it has lots of hit points and hits for a lot of damage. Your lower level guys can go tussle with it and make SOME progress, but they're not going to win easily. OTOH the same stat block works fine as an element of a high level encounter. Likewise 'minions' aren't really needed, etc. A level 1 kobold can run around the field and do something, not much, but at least he can hit the 20th level fighter once before he dies hard, much like a 20th level minion does now.</p><p></p><p>I don't think the non-scaling issue is that big a deal. First of all not everything is combat. Lets say damage does scale by level, there's no reason that a PC's RESULTS from using his skills cannot also scale. An archery contest isn't combat, you want to engage in one then use DEX checks, the two activities are quite different, and you can always give a +level bonus to the results for the master archer. You can do this as say a 'trained activity' bonus where being an adventurer trained with a weapon grants it. You don't use it in combat, or only for damage, but in setpiece situations like a contest it does. </p><p></p><p>I actually wrote this system up about a year ago and ran through numbers. Any issues of 'feel' aside it works rather well. One of the great things about it is the way a horde of 50 orcs is suddenly SCARY and not a joke to Mr Epic Hero. It opens up a LOT of plot space. You can always shut some of that down again later in other ways (give Mr Epic Hero a "just kill them with your bad-assed looks" ability, like Cuchulain did, etc).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5782993, member: 82106"] Yeah, there are a lot of advantages to this system from a system-wide standpoint. You don't even need artificial constructs anymore like "solo" monsters. You can simply have a high level dragon, it has lots of hit points and hits for a lot of damage. Your lower level guys can go tussle with it and make SOME progress, but they're not going to win easily. OTOH the same stat block works fine as an element of a high level encounter. Likewise 'minions' aren't really needed, etc. A level 1 kobold can run around the field and do something, not much, but at least he can hit the 20th level fighter once before he dies hard, much like a 20th level minion does now. I don't think the non-scaling issue is that big a deal. First of all not everything is combat. Lets say damage does scale by level, there's no reason that a PC's RESULTS from using his skills cannot also scale. An archery contest isn't combat, you want to engage in one then use DEX checks, the two activities are quite different, and you can always give a +level bonus to the results for the master archer. You can do this as say a 'trained activity' bonus where being an adventurer trained with a weapon grants it. You don't use it in combat, or only for damage, but in setpiece situations like a contest it does. I actually wrote this system up about a year ago and ran through numbers. Any issues of 'feel' aside it works rather well. One of the great things about it is the way a horde of 50 orcs is suddenly SCARY and not a joke to Mr Epic Hero. It opens up a LOT of plot space. You can always shut some of that down again later in other ways (give Mr Epic Hero a "just kill them with your bad-assed looks" ability, like Cuchulain did, etc). [/QUOTE]
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