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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Stalker0" data-source="post: 5790198" data-attributes="member: 5889"><p>I think you and I are in agreement here, we are just pushing it from different directions.</p><p></p><p>You are in favor of reducing reliance on healing through traditional forms, at least traditional as far as Dnd goes, while I have been pushing the fate point type system.</p><p></p><p>The concept of fate points is a bit radical to the Dnd world, though its found long use in other systems. The reason I have pushed it so hard is I have found it to be such a great tool for the job. It allows you to bend the rules (just as magic does) without actually using "magic", because a good use of the system doesn't create radical new possibilities, it simply lets a PC choose from a set of probable ones, and pick one that's a bit more favorable.</p><p></p><p>But ultimately it is not the power of the mechanic that I like, its the precision. You mentioned resistance and temporary hitpoints for example. These are good tools, but they don't just affect a single moment of combat, they can affect the whole of the combat, especially if they can be reapplied with spells or magic items multiple times.</p><p></p><p>But a fate point system, probably designed, can be very specific on when they can be applied (such as "when you die" as one example). This allows you to curb very specific areas of your system, without creating more general changes. It is that specific power that I have found of such utility.</p><p></p><p>You can design your math around a specific baseline, and then add fate point like regions around those specifics areas that just don't quite work out, without ever affecting the rest of your system or your math baseline one little bit. </p><p></p><p>It took me a while to get used to them, but once I did, the immense freedom in design it offered me I have not found an equivalent substitute yet.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5790198, member: 5889"] I think you and I are in agreement here, we are just pushing it from different directions. You are in favor of reducing reliance on healing through traditional forms, at least traditional as far as Dnd goes, while I have been pushing the fate point type system. The concept of fate points is a bit radical to the Dnd world, though its found long use in other systems. The reason I have pushed it so hard is I have found it to be such a great tool for the job. It allows you to bend the rules (just as magic does) without actually using "magic", because a good use of the system doesn't create radical new possibilities, it simply lets a PC choose from a set of probable ones, and pick one that's a bit more favorable. But ultimately it is not the power of the mechanic that I like, its the precision. You mentioned resistance and temporary hitpoints for example. These are good tools, but they don't just affect a single moment of combat, they can affect the whole of the combat, especially if they can be reapplied with spells or magic items multiple times. But a fate point system, probably designed, can be very specific on when they can be applied (such as "when you die" as one example). This allows you to curb very specific areas of your system, without creating more general changes. It is that specific power that I have found of such utility. You can design your math around a specific baseline, and then add fate point like regions around those specifics areas that just don't quite work out, without ever affecting the rest of your system or your math baseline one little bit. It took me a while to get used to them, but once I did, the immense freedom in design it offered me I have not found an equivalent substitute yet. [/QUOTE]
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