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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="mmadsen" data-source="post: 5787098" data-attributes="member: 1645"><p>Yes, a system where defense (AC) progresses rather than toughness (hp) is much, much more plausible and avoids a lot of contentious discussions about "what's really happening" in the game world.</p><p></p><p>The concern is over how this scales.</p><p></p><p>For characters who are hitting half the time, a one-point to-hit bonus yields a 10-percent increase in hits per round, from 0.50 to 0.55. For characters who are hitting three-quarters of the time, it's less than a 7-percent shift, from 0.75 to 0.80. For characters who are hitting just one-quarter of the time, it's a 20-percent shift, from 0.25 to 0.30.</p><p></p><p>So, setting things up so that the Fighter <em>always</em> hits won't make him that much more powerful than characters who <em>often</em> hit, but characters who <em>rarely</em> hit will feel bonuses and penalties much more.</p><p></p><p>I don't think that's a bad thing, but we need to be aware of it.</p><p></p><p>We also need to pay attention to how the various scores compound one another. A character who gets hit half as often <em>and</em> has twice as many hit points has <em>four times</em> to life expectancy. If he also hits twice as often for twice as much damage, he has four times the offense too, implying <em>16 times</em> the combat effectiveness -- which actually means he can take on <em>four</em> ordinary guys, due to Lanchester's Square Law.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5787098, member: 1645"] Yes, a system where defense (AC) progresses rather than toughness (hp) is much, much more plausible and avoids a lot of contentious discussions about "what's really happening" in the game world. The concern is over how this scales. For characters who are hitting half the time, a one-point to-hit bonus yields a 10-percent increase in hits per round, from 0.50 to 0.55. For characters who are hitting three-quarters of the time, it's less than a 7-percent shift, from 0.75 to 0.80. For characters who are hitting just one-quarter of the time, it's a 20-percent shift, from 0.25 to 0.30. So, setting things up so that the Fighter [i]always[/i] hits won't make him that much more powerful than characters who [i]often[/i] hit, but characters who [i]rarely[/i] hit will feel bonuses and penalties much more. I don't think that's a bad thing, but we need to be aware of it. We also need to pay attention to how the various scores compound one another. A character who gets hit half as often [i]and[/i] has twice as many hit points has [i]four times[/i] to life expectancy. If he also hits twice as often for twice as much damage, he has four times the offense too, implying [i]16 times[/i] the combat effectiveness -- which actually means he can take on [i]four[/i] ordinary guys, due to Lanchester's Square Law. [/QUOTE]
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