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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5791341" data-attributes="member: 82106"><p>Well, the 'fate points' discussion arose out of a question about reducing hit point growth over levels. It was suggested as a mechanism to allow for a steeper overall power curve with less numerical inflation. So, yeah, maybe I see what you mean. OTOH you could restrict actual HP growth to a very small number and chalk it up to 'toughness'. Surely a higher level PC is a bit tougher physically than a raw newbie, so maybe you go from 15 hit points to 30 over 10 levels, and you also gain some number of 'fate points'. You'd also gain some AC and to-hit presumably, but the AC might be purely from better equipment. Your skill, luck, etc are now vested in your fate points pretty much, with hit points measuring the beating you can take (maybe a couple actual sword blows at high level). Once your luck runs out you're still dangerous to weaker opponents, but you won't last long before they finish you off. </p><p></p><p>Seems like a cool model to me. Lots different from what the OP proposed, more the opposite really as KD was advocating. It just seems like it would be cool to push it more. Fate points could also logically act like healing surges for magical healing purposes, and resting could restore some (as could inspiration, maybe that transfers some). I could see a warlord granting fate points, a cleric granting physical healing, and rest/milestones granting fate points. Honestly I think we're pretty close to Iron Heroes with that at this point. I'm not too familiar with it, but it seems close. You could certainly also use these points as attack boosters.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5791341, member: 82106"] Well, the 'fate points' discussion arose out of a question about reducing hit point growth over levels. It was suggested as a mechanism to allow for a steeper overall power curve with less numerical inflation. So, yeah, maybe I see what you mean. OTOH you could restrict actual HP growth to a very small number and chalk it up to 'toughness'. Surely a higher level PC is a bit tougher physically than a raw newbie, so maybe you go from 15 hit points to 30 over 10 levels, and you also gain some number of 'fate points'. You'd also gain some AC and to-hit presumably, but the AC might be purely from better equipment. Your skill, luck, etc are now vested in your fate points pretty much, with hit points measuring the beating you can take (maybe a couple actual sword blows at high level). Once your luck runs out you're still dangerous to weaker opponents, but you won't last long before they finish you off. Seems like a cool model to me. Lots different from what the OP proposed, more the opposite really as KD was advocating. It just seems like it would be cool to push it more. Fate points could also logically act like healing surges for magical healing purposes, and resting could restore some (as could inspiration, maybe that transfers some). I could see a warlord granting fate points, a cleric granting physical healing, and rest/milestones granting fate points. Honestly I think we're pretty close to Iron Heroes with that at this point. I'm not too familiar with it, but it seems close. You could certainly also use these points as attack boosters. [/QUOTE]
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