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General Tabletop Discussion
*Dungeons & Dragons
No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5785812" data-attributes="member: 82106"><p>I think the thing to do is catalog the issues with this system. There are actually only 2 mechanical ones that I can see:</p><p></p><p>Q: How do you deal with the fact that to-hit is practically the same at most levels where to-hit might be used for things other than just regulating damage output?</p><p></p><p>I'd go with damage as the measure of effectiveness. This works fine for at least a large class of situations. Say the 'Archery Tournament' scenario. Whoever does the most damage to the target wins. The high level guy will pretty much carry the day hands down here. This is also generalizable into a variant of the SC system where you do 'damage' to succeed in a task. Whatever opposes the PC also does damage and you can use that in various ways. </p><p></p><p>There could be situations where you want to 'Robin Hood' or something that depends on a single check. Say making an attack that isn't primarily intended to cause damage, like shooting the apple off William Tell's head. You could have a different mechanism entirely for this, but I'm not sure yet what the best solution would be. </p><p></p><p>Q: How do you handle generating huge damage numbers at high level in a non-cumbersome way?</p><p></p><p>I think using a damage table is the best option here.</p><p></p><p></p><p>Of course this begs the question of why in this system we even HAVE an attack roll to start with. Once you start asking those questions though the purpose of the thread becomes dubious because as much as removing level bonus is a departure from D&D system design it is at least recognizable. Once you go past this point we're not talking about 5e anymore, we're just talking about designing our own game.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5785812, member: 82106"] I think the thing to do is catalog the issues with this system. There are actually only 2 mechanical ones that I can see: Q: How do you deal with the fact that to-hit is practically the same at most levels where to-hit might be used for things other than just regulating damage output? I'd go with damage as the measure of effectiveness. This works fine for at least a large class of situations. Say the 'Archery Tournament' scenario. Whoever does the most damage to the target wins. The high level guy will pretty much carry the day hands down here. This is also generalizable into a variant of the SC system where you do 'damage' to succeed in a task. Whatever opposes the PC also does damage and you can use that in various ways. There could be situations where you want to 'Robin Hood' or something that depends on a single check. Say making an attack that isn't primarily intended to cause damage, like shooting the apple off William Tell's head. You could have a different mechanism entirely for this, but I'm not sure yet what the best solution would be. Q: How do you handle generating huge damage numbers at high level in a non-cumbersome way? I think using a damage table is the best option here. Of course this begs the question of why in this system we even HAVE an attack roll to start with. Once you start asking those questions though the purpose of the thread becomes dubious because as much as removing level bonus is a departure from D&D system design it is at least recognizable. Once you go past this point we're not talking about 5e anymore, we're just talking about designing our own game. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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