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<blockquote data-quote="mmadsen" data-source="post: 1491476" data-attributes="member: 1645"><p>Is there <em>any</em> system that solves that problem? I can't imagine anything short of a "market" for powers with free-floating prices solving that problem -- and I'm not sure what great prize we get when we do solve the problem.</p><p></p><p>It may or may not be useful. The linear pricing of stats and powers causes obvious problems. A low-power attack is almost worthless; a high-power attack is a tremendous bargain. The first few points of defense are worth every point; the more defense you already have, the less another point is worth.</p><p></p><p>Thus, two weak attacks combine for a tremendous waste of points -- until you introduce the multipower mechanic, which fixes things but adds quirky math. One gigantic attack is generally too good -- so we add an arbitrary hard limit on how powerful attacks can be.</p><p></p><p>Literal immunity to a narrowly defined attack is still infinitely expensive, so we expect players to only buy a "reasonable" of defense against that attack -- but it's still far more expensive than it's worth. If no one's ever going to hurt you badly enough with a fire attack to really hurt you, why bother paying to never, ever take even a single point of stun damage?</p><p></p><p>At any rate, I think many of these flaws are acceptible -- we don't have a better alternative -- but the false precision of the Hero system ignores the largely arbitrary nature of the numbers being crunched with such vigor.</p><p></p><p>Would Hero be an even better game if we took point values to two decimal places?</p></blockquote><p></p>
[QUOTE="mmadsen, post: 1491476, member: 1645"] Is there [i]any[/i] system that solves that problem? I can't imagine anything short of a "market" for powers with free-floating prices solving that problem -- and I'm not sure what great prize we get when we do solve the problem. It may or may not be useful. The linear pricing of stats and powers causes obvious problems. A low-power attack is almost worthless; a high-power attack is a tremendous bargain. The first few points of defense are worth every point; the more defense you already have, the less another point is worth. Thus, two weak attacks combine for a tremendous waste of points -- until you introduce the multipower mechanic, which fixes things but adds quirky math. One gigantic attack is generally too good -- so we add an arbitrary hard limit on how powerful attacks can be. Literal immunity to a narrowly defined attack is still infinitely expensive, so we expect players to only buy a "reasonable" of defense against that attack -- but it's still far more expensive than it's worth. If no one's ever going to hurt you badly enough with a fire attack to really hurt you, why bother paying to never, ever take even a single point of stun damage? At any rate, I think many of these flaws are acceptible -- we don't have a better alternative -- but the false precision of the Hero system ignores the largely arbitrary nature of the numbers being crunched with such vigor. Would Hero be an even better game if we took point values to two decimal places? [/QUOTE]
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