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General Tabletop Discussion
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The "math" of RPGs
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<blockquote data-quote="TheAlkaizer" data-source="post: 9819860" data-attributes="member: 7024893"><p>As you mentioned, the difference can be razor thin. I think that's while we see much more of underpowered encounter than overpowered ones. The consequences are much more fleeting.</p><p></p><p>These challenges of balancing generally stems from two variables: the action economy of the game, and the general boundaries of the game's math.</p><p></p><p>The action economy is self-explanatory. Throwing more dices more often is generally an advantage. Depending on your rulesets, in increases the chance to have critical, and you just get much more consistent damage output. If you had a thousand kobold attacking at the same time, you could pretty much statistically guarantee a certain number of hits. The problem is that we operate at much smaller scales where it's much more swingy.</p><p>Some games alleviate these problems. I'm not sure which one it is, but I'm pretty sure several games from the <em>Into the Odd</em> family aggregate multiple enemies attack and only the highest roll is counted. So it drastically increases the odds of higher damage, but you still have a cap.</p><p>Pathfinder 2E moving criticals at 10 over the DC instead of a specific value of the die alleviates part of it.</p><p>Other systems have an economy that functions entirely differently and don't have as much issues.</p><p></p><p>The math is kind of obvious too. It's been a while, but 3.5E ever-escalating maths meant that at certain levels, lower-rated enemies couldn't hit you, unless it was a critical hit. But the obvious was true, a single stronger opponent could have such a high AC that your players barely had chance to hit it, and the creature could have almost assured chances of hitting it. 5E's bounded accuracy fixed part of these problems. A thousand kobolds would mathematically kill you, very fast. But it does mean that it's difficult for a single entity to face a group within being at a big disadvantage.</p><p></p><p>Finally, for me, what has been the biggest issue are some of the more drastic effects of spells. Fighters and orcs bashing each other is generally not the issue. But one caster putting your solo monster to sleep, or stunning it or something of the sort is generally a death sentence. The contrary is true, some spells cast by monsters are absolutely devastating when they disable players from action.</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 9819860, member: 7024893"] As you mentioned, the difference can be razor thin. I think that's while we see much more of underpowered encounter than overpowered ones. The consequences are much more fleeting. These challenges of balancing generally stems from two variables: the action economy of the game, and the general boundaries of the game's math. The action economy is self-explanatory. Throwing more dices more often is generally an advantage. Depending on your rulesets, in increases the chance to have critical, and you just get much more consistent damage output. If you had a thousand kobold attacking at the same time, you could pretty much statistically guarantee a certain number of hits. The problem is that we operate at much smaller scales where it's much more swingy. Some games alleviate these problems. I'm not sure which one it is, but I'm pretty sure several games from the [I]Into the Odd[/I] family aggregate multiple enemies attack and only the highest roll is counted. So it drastically increases the odds of higher damage, but you still have a cap. Pathfinder 2E moving criticals at 10 over the DC instead of a specific value of the die alleviates part of it. Other systems have an economy that functions entirely differently and don't have as much issues. The math is kind of obvious too. It's been a while, but 3.5E ever-escalating maths meant that at certain levels, lower-rated enemies couldn't hit you, unless it was a critical hit. But the obvious was true, a single stronger opponent could have such a high AC that your players barely had chance to hit it, and the creature could have almost assured chances of hitting it. 5E's bounded accuracy fixed part of these problems. A thousand kobolds would mathematically kill you, very fast. But it does mean that it's difficult for a single entity to face a group within being at a big disadvantage. Finally, for me, what has been the biggest issue are some of the more drastic effects of spells. Fighters and orcs bashing each other is generally not the issue. But one caster putting your solo monster to sleep, or stunning it or something of the sort is generally a death sentence. The contrary is true, some spells cast by monsters are absolutely devastating when they disable players from action. [/QUOTE]
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