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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="mmadsen" data-source="post: 5788326" data-attributes="member: 1645"><p>If low-level PCs can take roughly three hits from level-appropriate enemies, and high-level PCs can take six, is this a good thing or a bad thing? Do we want the ratio to remain constant? Or do we need relative damage to decline, because we want to give high-level characters more attacks per round?</p><p></p><p>How do we want to control the ratio? If we keep damage and hit points static, the ratio stays static. D&D has historically ramped up the hit points tremendously, and only recently has it ramped up damage, too.</p><p></p><p></p><p>It sounds like you'd like to keep damage and hit points strictly proportional, presumably with no increase in number of attacks per round?</p><p></p><p>Again, we can do that by keeping damage and hit points static or by increasing them at the same rate.</p><p></p><p></p><p>If you want a Fighter wearing heavy armor to be just twice as tough as a Wizard, that suggests <em>no</em> difference in hit points or armor class from character class or abilities and only a tiny difference in armor class from heavy armor.</p><p></p><p>It also suggests that a Fighter shouldn't be able to take on three Wizards in hand-to-hand combat with no spells involved.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5788326, member: 1645"] If low-level PCs can take roughly three hits from level-appropriate enemies, and high-level PCs can take six, is this a good thing or a bad thing? Do we want the ratio to remain constant? Or do we need relative damage to decline, because we want to give high-level characters more attacks per round? How do we want to control the ratio? If we keep damage and hit points static, the ratio stays static. D&D has historically ramped up the hit points tremendously, and only recently has it ramped up damage, too. It sounds like you'd like to keep damage and hit points strictly proportional, presumably with no increase in number of attacks per round? Again, we can do that by keeping damage and hit points static or by increasing them at the same rate. If you want a Fighter wearing heavy armor to be just twice as tough as a Wizard, that suggests [i]no[/i] difference in hit points or armor class from character class or abilities and only a tiny difference in armor class from heavy armor. It also suggests that a Fighter shouldn't be able to take on three Wizards in hand-to-hand combat with no spells involved. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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