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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5792528" data-attributes="member: 82106"><p>What I'm saying is that arguing that because 4e PCs wouldn't need this that it is not a good idea isn't really a useful argument because, as you have noted yourself, we don't know anything much at all about the other mechanics of such a game.</p><p></p><p>Of course I don't KNOW what might or might not absolutely be needed in a game that doesn't exist, but given JUST the mechanics we've looked at it seemed like a pretty fair guess that the fate point concept would solve certain problems. Are there other ways to do that? No doubt there are many possible approaches. I wasn't disparaging any of them by talking about one possibility.</p><p></p><p>I think theorycrafting is OK, but it isn't really a very good way to design a system IMHO. Having built a few different game systems of different types what I've seen is that this kind of analysis is pretty useful for telling you what to change when you have a problem, but the core design is best done from a standpoint of how it will feel and tested for that in play. Then you can say "Hmmmm, this is OK, but lets try adding this other thing and see if it pumps it up a bit". </p><p></p><p>In any case, it has been an interesting discussion overall. I think basically its gone about as far as it can without someone drawing up a basic system to test. I doubt I'm going to do that real soon, and I doubt 5e will change the core math a lot for various reasons, so it will probably have to wait for another day.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5792528, member: 82106"] What I'm saying is that arguing that because 4e PCs wouldn't need this that it is not a good idea isn't really a useful argument because, as you have noted yourself, we don't know anything much at all about the other mechanics of such a game. Of course I don't KNOW what might or might not absolutely be needed in a game that doesn't exist, but given JUST the mechanics we've looked at it seemed like a pretty fair guess that the fate point concept would solve certain problems. Are there other ways to do that? No doubt there are many possible approaches. I wasn't disparaging any of them by talking about one possibility. I think theorycrafting is OK, but it isn't really a very good way to design a system IMHO. Having built a few different game systems of different types what I've seen is that this kind of analysis is pretty useful for telling you what to change when you have a problem, but the core design is best done from a standpoint of how it will feel and tested for that in play. Then you can say "Hmmmm, this is OK, but lets try adding this other thing and see if it pumps it up a bit". In any case, it has been an interesting discussion overall. I think basically its gone about as far as it can without someone drawing up a basic system to test. I doubt I'm going to do that real soon, and I doubt 5e will change the core math a lot for various reasons, so it will probably have to wait for another day. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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