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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Wightbred" data-source="post: 5783020" data-attributes="member: 56388"><p>Very excited to see people talking about this. Was thinking of posting a similar suggestion, but I didn't think it would get any interest.</p><p></p><p>One of the significant benefits of this is that has not yet been mentioned (as far as I can see) is that the more unnecessary maths you get rid of the easier it is for DMs to judge difficulties for their players. Right now, every time the caharacters level the things the DM learnt about what was a challenge for them change, making judging what is a good fight more difficult.</p><p></p><p></p><p></p><p>It does. I posted a suggestion for Dungeon World a while ago about getting rid of <a href="http://apocalypse-world.com/forums/index.php?topic=661.0" target="_blank">more unnecessary mathematical escalation</a>.</p><p></p><p>I also <a href="http://apocalypse-world.com/forums/index.php?board=32.0" target="_blank">wrote up my own hack (for playing evil humanoids)</a> from the same rules set which takes out escalating HP as well. I did this by putting the monsters on a scale where their HP are determined by their level compared to the PCs. So for a 1st level party a goblin has 10 HP and an Ogre has 40, but for a 4th level party a goblin is a minion and an Ogre has 10 HP. It has the suprising benefit that PCs see their effectiveness in what they can defeat ("Oh I can kill Ogres easily now, I must be awesome") not the numbers on their sheets. In this scenario a fight for a 1st level party against 4 1st level Goblins is mathematically identical (but of different flavour) to a fight for a 20th level party against 4 20th level Dragons so if it works at 1st level there can never be any grind.</p><p></p><p>I'll happily support any system that removes what I see as unnecessary maths, as even by keeping increases to 1/5 levels would be a huge improvement. Unfortunately I'm not sure Wizards will take this up, as I think too many people want to see their numbers go up to prove they are getting better.</p></blockquote><p></p>
[QUOTE="Wightbred, post: 5783020, member: 56388"] Very excited to see people talking about this. Was thinking of posting a similar suggestion, but I didn't think it would get any interest. One of the significant benefits of this is that has not yet been mentioned (as far as I can see) is that the more unnecessary maths you get rid of the easier it is for DMs to judge difficulties for their players. Right now, every time the caharacters level the things the DM learnt about what was a challenge for them change, making judging what is a good fight more difficult. It does. I posted a suggestion for Dungeon World a while ago about getting rid of [URL="http://apocalypse-world.com/forums/index.php?topic=661.0"]more unnecessary mathematical escalation[/URL]. I also [URL="http://apocalypse-world.com/forums/index.php?board=32.0"]wrote up my own hack (for playing evil humanoids)[/URL] from the same rules set which takes out escalating HP as well. I did this by putting the monsters on a scale where their HP are determined by their level compared to the PCs. So for a 1st level party a goblin has 10 HP and an Ogre has 40, but for a 4th level party a goblin is a minion and an Ogre has 10 HP. It has the suprising benefit that PCs see their effectiveness in what they can defeat ("Oh I can kill Ogres easily now, I must be awesome") not the numbers on their sheets. In this scenario a fight for a 1st level party against 4 1st level Goblins is mathematically identical (but of different flavour) to a fight for a 20th level party against 4 20th level Dragons so if it works at 1st level there can never be any grind. I'll happily support any system that removes what I see as unnecessary maths, as even by keeping increases to 1/5 levels would be a huge improvement. Unfortunately I'm not sure Wizards will take this up, as I think too many people want to see their numbers go up to prove they are getting better. [/QUOTE]
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