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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5791965" data-attributes="member: 82106"><p>The problem here is you're making assumptions based off of 4e, and we're talking about various other options here KD. Forget about what 4e does, it is irrelevant.</p><p></p><p>The point of a 'fate point' or whatever exactly you want to call it was to give higher level PCs a better curve in your "few hit points" concept, nothing else mechanically. It works because it gives you a way for a higher level PC to be more durable in ANY encounter, regardless of the level of the opponent. That lets you have one high level guy be more effective vs tougher monsters, and really we don't care too much about weaker monsters, he'll be tougher against them as well, but mostly it will not matter much.</p><p></p><p>The other advantage is it gives lower level PCs a BIT of a buffer even against a really dangerous foe, so they can have some chance to react and run away, etc instead of just "dragon shows up, TPK", which is a bit of a nice feature now with 4e vs AD&D where it is just game over.</p><p></p><p>I'm simply not going to touch the whole gamist thing. You're not going to accept anything suggested, so best to just accept that you'd have to swallow it. If its a deal breaker, then well maybe there's nothing more to say there, eh? I'm not interested in a discussion with people that are just going to yell "unrealistic deal breaker" left and right. Sorry, but other people would like to have an interesting discussion on the mechanics of various proposals and there is just no point to that debate.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5791965, member: 82106"] The problem here is you're making assumptions based off of 4e, and we're talking about various other options here KD. Forget about what 4e does, it is irrelevant. The point of a 'fate point' or whatever exactly you want to call it was to give higher level PCs a better curve in your "few hit points" concept, nothing else mechanically. It works because it gives you a way for a higher level PC to be more durable in ANY encounter, regardless of the level of the opponent. That lets you have one high level guy be more effective vs tougher monsters, and really we don't care too much about weaker monsters, he'll be tougher against them as well, but mostly it will not matter much. The other advantage is it gives lower level PCs a BIT of a buffer even against a really dangerous foe, so they can have some chance to react and run away, etc instead of just "dragon shows up, TPK", which is a bit of a nice feature now with 4e vs AD&D where it is just game over. I'm simply not going to touch the whole gamist thing. You're not going to accept anything suggested, so best to just accept that you'd have to swallow it. If its a deal breaker, then well maybe there's nothing more to say there, eh? I'm not interested in a discussion with people that are just going to yell "unrealistic deal breaker" left and right. Sorry, but other people would like to have an interesting discussion on the mechanics of various proposals and there is just no point to that debate. [/QUOTE]
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