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<blockquote data-quote="Thomas Shey" data-source="post: 8591305" data-attributes="member: 7026617"><p>Well, referencing my post above yours, note a lot of games don't have levels, and the way advancement does or doesn't impact combat effectiveness requires a lot more picking apart. Its pretty near impossible to systemize how much problem two RQ characters will have with a given opponent because there's so many moving parts, but with experience you can make some educated evaluation by looking at relative skill, armor and damage output. Past that the gaps are (barring some particular magical augmentations that aren't always common) just not that large; a character with 75% skills, 6 point armor, doing D8+D4 is probably going to beat a character with 50% skill, 4 points of armor and doing D6+D2, but the effect of fumbles and criticals in the system makes to the question of how certain that is fraught.</p><p></p><p>Another related thing about this is that the D&D combat model tends to create a certain flattening that isn't common with a lot of other games; to the degree its present its usually because the game system's metacurrency ends up serving the same function as D&D style hit points to drag out a fight and flatten gusting.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8591305, member: 7026617"] Well, referencing my post above yours, note a lot of games don't have levels, and the way advancement does or doesn't impact combat effectiveness requires a lot more picking apart. Its pretty near impossible to systemize how much problem two RQ characters will have with a given opponent because there's so many moving parts, but with experience you can make some educated evaluation by looking at relative skill, armor and damage output. Past that the gaps are (barring some particular magical augmentations that aren't always common) just not that large; a character with 75% skills, 6 point armor, doing D8+D4 is probably going to beat a character with 50% skill, 4 points of armor and doing D6+D2, but the effect of fumbles and criticals in the system makes to the question of how certain that is fraught. Another related thing about this is that the D&D combat model tends to create a certain flattening that isn't common with a lot of other games; to the degree its present its usually because the game system's metacurrency ends up serving the same function as D&D style hit points to drag out a fight and flatten gusting. [/QUOTE]
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