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Pathfinder 2: Fighters, Skills, & Counterspells
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<blockquote data-quote="Kobold Boots" data-source="post: 7739041" data-attributes="member: 92239"><p>If I was to try to do this, I'd be using machine learning to accomplish it. When you think about it, the number of possible combinations of character builds is too high to human test everything, and the number of different types of encounter are likely similar when you talk about different types of monsters and terrain, and well stuff.</p><p></p><p>It'd be a monstrously large task to get the data collected if someone didn't think of doing it at the onset of game development, but not impossible.</p><p></p><p>Fundamentally, the core question that needs to be answered is. "What is considered broken from a maths perspective?" Once that's figured out then you cut down half the broken from the onset. However, you're not going to be able to phase out literacy challenged folks, inexperienced or just poor games masters that create the other half of the problem.</p><p></p><p>KB</p><p></p><p>After thought: The basic axiom of like bonuses don't stack would probably fix a lot of stupid if applied differently.</p><p></p><p>Rule 0: Anything in the rules can be overruled or house ruled for any given table.</p><p>Rule 1: Any maths that creates a bonus greater than X for any given roll on any task is capped at X, with X increasing as characters level.</p><p>Rule 2: Challenges are scaled such that characters meeting challenges at their level or higher are appropriately challenged and if you take on lower level challenges, you pretty much stomp all over them.</p><p></p><p>So if +2 is the highest modifier you can execute on at 1st level on any roll and you have bonuses that would take you to +3, then the final modifier is +2. Choose how you want to get there based on your build.</p><p></p><p>Then it doesn't matter how broken the feats are over time. You've maintained the integrity of the bell curve by level. The only thing you'd need to worry about is watching the action economy, which would be easier to do if you weren't also worried about the maths.</p><p></p><p>I dig this because feats would then contribute to character potential and that potential would come to fruition as they train and level, showing that they've gotten better over time. While that would mean that players may have situations where they could potentially have +10 or higher in certain circumstances, only when the experience of the character or the situation itself merits using +10 would it actually happen.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7739041, member: 92239"] If I was to try to do this, I'd be using machine learning to accomplish it. When you think about it, the number of possible combinations of character builds is too high to human test everything, and the number of different types of encounter are likely similar when you talk about different types of monsters and terrain, and well stuff. It'd be a monstrously large task to get the data collected if someone didn't think of doing it at the onset of game development, but not impossible. Fundamentally, the core question that needs to be answered is. "What is considered broken from a maths perspective?" Once that's figured out then you cut down half the broken from the onset. However, you're not going to be able to phase out literacy challenged folks, inexperienced or just poor games masters that create the other half of the problem. KB After thought: The basic axiom of like bonuses don't stack would probably fix a lot of stupid if applied differently. Rule 0: Anything in the rules can be overruled or house ruled for any given table. Rule 1: Any maths that creates a bonus greater than X for any given roll on any task is capped at X, with X increasing as characters level. Rule 2: Challenges are scaled such that characters meeting challenges at their level or higher are appropriately challenged and if you take on lower level challenges, you pretty much stomp all over them. So if +2 is the highest modifier you can execute on at 1st level on any roll and you have bonuses that would take you to +3, then the final modifier is +2. Choose how you want to get there based on your build. Then it doesn't matter how broken the feats are over time. You've maintained the integrity of the bell curve by level. The only thing you'd need to worry about is watching the action economy, which would be easier to do if you weren't also worried about the maths. I dig this because feats would then contribute to character potential and that potential would come to fruition as they train and level, showing that they've gotten better over time. While that would mean that players may have situations where they could potentially have +10 or higher in certain circumstances, only when the experience of the character or the situation itself merits using +10 would it actually happen. [/QUOTE]
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