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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5785668" data-attributes="member: 82106"><p>My proposed answer was level multiplier for damage. You are level 1 and have a sword and a STR of 18 you do 1d8+4 damage. You're level 10 and have a sword you do (1d8+4)*10 damage. This will probably be too swingy, but some degree of compromise can be made here, like you roll an extra die (with STR modifier) per half-tier and then multiply, so you might roll 1d8+4 at level one and (2d8+8)*5 at level 11. Lets see how big the jumps are using that progression.</p><p></p><p>level 1: 1d8+4 is average 8.5</p><p>level 2: (1d8+4)*2 is average 17</p><p>level 10: (1d8+4)*10 is average 85</p><p>level 11: (2d8+8)*5 is average 85</p><p></p><p>Well, what we see is basically it works, then you'd clearly use a linear progression of hit dice as well, so a level 1 figure would have say 25 hit points, and you'd increase by 25 per level.</p><p></p><p>I agree that the dice handling is somewhat awkward whatever way you cut it but some more noodling might work it out. I think its acceptable to have people rolling up to say 6 dice without it being horribly slow as long as things are otherwise pretty quick. It helps too if they are all d6. </p><p></p><p>So maybe you restructure things like there are 6 levels per tier, but instead of calling them levels 1-18 you call them levels 1-6 heroic, 1-6 paragon, and 1-6 epic. Now you can roll 1d6 per level and just multiply by either 1, 7, or 13 depending on tier. Still don't like that too well. </p><p></p><p>How about a simple chart? You just have a damage range that is determined by a d6 (or whatever) and you can keep those numbers in a fairly tight range, so you do say 6-8 damage with a sword blow, plus STR and each column on the chart is a level with the damage output specified, so no multiplying. That's getting close to being workable. You can even have low probability outliers. Heck, use 3d6 and you have your bell curve, which is pretty good, and the chart is just there to do the multiplication for you and scale the damage back to the 1-8 range so numbers don't get awkwardly big. I think that might work fine. </p><p></p><p>So basically hit points start at 3* average damage and go up by that amount per level. I think that works reasonably well overall. The 'squishy' guys are going to be pretty squishy against high level foes, but I'm not sure anyone would complain too much about that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5785668, member: 82106"] My proposed answer was level multiplier for damage. You are level 1 and have a sword and a STR of 18 you do 1d8+4 damage. You're level 10 and have a sword you do (1d8+4)*10 damage. This will probably be too swingy, but some degree of compromise can be made here, like you roll an extra die (with STR modifier) per half-tier and then multiply, so you might roll 1d8+4 at level one and (2d8+8)*5 at level 11. Lets see how big the jumps are using that progression. level 1: 1d8+4 is average 8.5 level 2: (1d8+4)*2 is average 17 level 10: (1d8+4)*10 is average 85 level 11: (2d8+8)*5 is average 85 Well, what we see is basically it works, then you'd clearly use a linear progression of hit dice as well, so a level 1 figure would have say 25 hit points, and you'd increase by 25 per level. I agree that the dice handling is somewhat awkward whatever way you cut it but some more noodling might work it out. I think its acceptable to have people rolling up to say 6 dice without it being horribly slow as long as things are otherwise pretty quick. It helps too if they are all d6. So maybe you restructure things like there are 6 levels per tier, but instead of calling them levels 1-18 you call them levels 1-6 heroic, 1-6 paragon, and 1-6 epic. Now you can roll 1d6 per level and just multiply by either 1, 7, or 13 depending on tier. Still don't like that too well. How about a simple chart? You just have a damage range that is determined by a d6 (or whatever) and you can keep those numbers in a fairly tight range, so you do say 6-8 damage with a sword blow, plus STR and each column on the chart is a level with the damage output specified, so no multiplying. That's getting close to being workable. You can even have low probability outliers. Heck, use 3d6 and you have your bell curve, which is pretty good, and the chart is just there to do the multiplication for you and scale the damage back to the 1-8 range so numbers don't get awkwardly big. I think that might work fine. So basically hit points start at 3* average damage and go up by that amount per level. I think that works reasonably well overall. The 'squishy' guys are going to be pretty squishy against high level foes, but I'm not sure anyone would complain too much about that. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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