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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="KarinsDad" data-source="post: 5786421" data-attributes="member: 2011"><p>Yup. This is an issue that people will yell to the top of their lungs over in this type of system.</p><p></p><p>Player: "What do you mean that I cannot just hit these low level mooks with my sword practically at will?"</p><p></p><p></p><p>A better proposal for a system than the OP's model is to increase to hit and defenses as PC level up, but to hardly increase damage or hit points at all.</p><p></p><p>This type of model indicates that the PCs get better at blocking, dodging and hitting foes as they level up, but a sword hurts them only a little less at high level than at low level.</p><p></p><p>That means when 10 1st level foes come at the 10th level PC, they miss a lot. But if they do hit, they do hurt him. This type of system is also more plausible than the various D&D models and the OP one proposed here. It makes sense that the higher level PCs dodge more attacks completely and hit more often, but swords still hurt them if they do hit.</p><p></p><p>For example:</p><p></p><p>1st level:</p><p></p><p>20 hit points. An 18 Str foe hits for a longsword for 8.5 damage (like in 4E). It takes 2+ hits from any level foe to take this guy out with a longsword.</p><p></p><p>10th level</p><p></p><p>38 hit points (gaining 2 hit points per level for melee combatant types, gaining 1 hit point per level for spell casters). It takes 4 hits with a longsword from an 18 Str foe to take out this PC. But at level 10, this guy is no longer just going up against longswords. He's going up against Ogres and Giants and Dragons who hit for more than 8.5 average points of damage. They might be hitting for 16 or so average hit points of damage.</p><p></p><p></p><p>This type of system is a lot more plausible than anything D&D had in the past. Higher level PCs get better at blocking, dodging, and hitting, but they aren't a super large sack of hit points. And, larger stronger creatures are going to smack them hard if they connect, regardless of PC level. This type of system also makes ability scores and magic more important than levels with regard to how much damage is done. Strong opponents hit hard all of the time. Strong opponents with magical weapons hit even harder.</p><p></p><p>This system also has the advantage that the addition and subtraction (hit points and damage) are much smaller and easier to work with. If a 30th level PC has 78 hit points, that's a lot easier number to work with.</p><p></p><p>The OP's system (as proposed) means that Strength and Magic Weapons don't mean much of anything with regard to damage. Levels do.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5786421, member: 2011"] Yup. This is an issue that people will yell to the top of their lungs over in this type of system. Player: "What do you mean that I cannot just hit these low level mooks with my sword practically at will?" A better proposal for a system than the OP's model is to increase to hit and defenses as PC level up, but to hardly increase damage or hit points at all. This type of model indicates that the PCs get better at blocking, dodging and hitting foes as they level up, but a sword hurts them only a little less at high level than at low level. That means when 10 1st level foes come at the 10th level PC, they miss a lot. But if they do hit, they do hurt him. This type of system is also more plausible than the various D&D models and the OP one proposed here. It makes sense that the higher level PCs dodge more attacks completely and hit more often, but swords still hurt them if they do hit. For example: 1st level: 20 hit points. An 18 Str foe hits for a longsword for 8.5 damage (like in 4E). It takes 2+ hits from any level foe to take this guy out with a longsword. 10th level 38 hit points (gaining 2 hit points per level for melee combatant types, gaining 1 hit point per level for spell casters). It takes 4 hits with a longsword from an 18 Str foe to take out this PC. But at level 10, this guy is no longer just going up against longswords. He's going up against Ogres and Giants and Dragons who hit for more than 8.5 average points of damage. They might be hitting for 16 or so average hit points of damage. This type of system is a lot more plausible than anything D&D had in the past. Higher level PCs get better at blocking, dodging, and hitting, but they aren't a super large sack of hit points. And, larger stronger creatures are going to smack them hard if they connect, regardless of PC level. This type of system also makes ability scores and magic more important than levels with regard to how much damage is done. Strong opponents hit hard all of the time. Strong opponents with magical weapons hit even harder. This system also has the advantage that the addition and subtraction (hit points and damage) are much smaller and easier to work with. If a 30th level PC has 78 hit points, that's a lot easier number to work with. The OP's system (as proposed) means that Strength and Magic Weapons don't mean much of anything with regard to damage. Levels do. [/QUOTE]
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