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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Dragonblade" data-source="post: 5785696" data-attributes="member: 2804"><p>Right, pretty much what I had in mind. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>So a level 1 PC might have 25 HP to start and do an avg of 8 damage per round. A level 30 PC would have say 170 HP on avg. and do 66 damage a round (or even more).</p><p></p><p>So higher level combat is more lethal in a straight up fight, but higher level PCs would naturally have more options in the way of abilities, feats, talents, powers, or whatever to help offset some of that lethality.</p><p></p><p>Then you can have a lethality dial. Want to make combats tougher and grittier, then up the hit percentage, or up damage, or lower HP, or reintroduce save or die. All sorts of ways to customize it.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5785696, member: 2804"] Right, pretty much what I had in mind. :) So a level 1 PC might have 25 HP to start and do an avg of 8 damage per round. A level 30 PC would have say 170 HP on avg. and do 66 damage a round (or even more). So higher level combat is more lethal in a straight up fight, but higher level PCs would naturally have more options in the way of abilities, feats, talents, powers, or whatever to help offset some of that lethality. Then you can have a lethality dial. Want to make combats tougher and grittier, then up the hit percentage, or up damage, or lower HP, or reintroduce save or die. All sorts of ways to customize it. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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