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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5783909" data-attributes="member: 710"><p>They don't seem neccessarily ike good ideas to me, though:</p><p></p><p>1) There is a way to preserve the meaning of weapons in a damage-scaling system. For once, you can have special weapon properties. Accuracy, special techniques keying of weapons, reach, critical modifiers. And, the weapon damage itself can be scaled - you can increase the dice size (1d8 to 2d6 or whatever) or the number of dice rolled. (So a 1st level Fighter makes a +5 attack with 1d8 damage, the 6th level Fighter a +5 attack with 2d8 damage.)</p><p></p><p>2) I do not think that hit points as "flesh points" works particularly well. It creates a system that tends to be unforgiving and has too many randomization in its outcomes. </p><p>Potential pitfalls are also that you will probably find someone that wants to have something like action points, karma, hero points and the like to "compensate". And then you have again some special resource that serves the same purpose as scaling hit points did before. And it probably also leads to "armor = damage reduction", and I have yet to see a system where this works well and doesn't end up with invulnerable armored knights or instant-killing unarmored guys.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5783909, member: 710"] They don't seem neccessarily ike good ideas to me, though: 1) There is a way to preserve the meaning of weapons in a damage-scaling system. For once, you can have special weapon properties. Accuracy, special techniques keying of weapons, reach, critical modifiers. And, the weapon damage itself can be scaled - you can increase the dice size (1d8 to 2d6 or whatever) or the number of dice rolled. (So a 1st level Fighter makes a +5 attack with 1d8 damage, the 6th level Fighter a +5 attack with 2d8 damage.) 2) I do not think that hit points as "flesh points" works particularly well. It creates a system that tends to be unforgiving and has too many randomization in its outcomes. Potential pitfalls are also that you will probably find someone that wants to have something like action points, karma, hero points and the like to "compensate". And then you have again some special resource that serves the same purpose as scaling hit points did before. And it probably also leads to "armor = damage reduction", and I have yet to see a system where this works well and doesn't end up with invulnerable armored knights or instant-killing unarmored guys. [/QUOTE]
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