BryonD said:
One point WotC has made is that first level characters are now more heroic.
This means that a and b are larger factors in your equations now.
Exactly so. That's why I have used the values I used in series 2, 3, and 4.
It's also important to remember that (I think)
m and
d are ratios in relation to
b and
a; and for our purposes
a and
b are in relation to 3e.
For example, if we start the PCs with 4 HD, and they continue to get 1 HD with each increase in level, then we could say that a=4 and d=.25.
Offense is much harder to pin down. I can't believe that fighters will hit twice as often or twice as hard (but hey, they might...); or that wizards will begin the game at caster level 4. It's impossible to say at this point.
One possible clue is the new
power sources: arcane, divine, and martial. We can agree that a wizard without spells is effectively neutralized, even if not killed. Assuming that the wizard generates his offense
through his arcane power, the arcane power source becomes another expendable staying power, an alternative to hit points. We might be able to assume much the same about martial power, which
might allow the fighter to hit twice as often and twice as hard, but through an expendable resource analogous to arcane or divine power.
As a and b get larger the impact of mdx^2 becomes less important.
I believe that as
a and
b get larger,
m and
d must become smaller fractions. (Character advancement,
x, is already as granular as it can be: integers.)
When
m and
d are too small (that is, your increase feels like too small a portion of what you started with), levelling up starts to feel insignificant. I think there's a practical limit to how large
a and
b can get and still have
m and
d large enough to make levelling up feel like a win.