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The Quadratic Problem—Speculations on 4e
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<blockquote data-quote="Wulf Ratbane" data-source="post: 3746832" data-attributes="member: 94"><p>I haven't quite wrapped my head around <em>all</em> the considerations yet; hopefully I haven't jumped the gun by posting this for discussion.</p><p></p><p>At any rate, with regards to your comment, all Power is relative to the baseline CR1. As such, it is extremely unlikely for you to be facing a suitable challenge for your level whose own Power is not able to compensate for high AC. I personally feel any suitable challenge should hit, and be hit, somewhere in the natural-15+ range.</p><p></p><p>Other than at very low levels, I don't think you'll see <em>numeric</em> jumps like this in defense, at least not with respect to AC.</p><p></p><p>Typical 1st level characters can afford armor in the +4 to +5 range. You could stave off the "doubling" of defense as a function of AC by dramatically increasing the cost/rarity of armors on the +7/+8 end of the scale. </p><p></p><p>As I know you are an Upper_Krust devotee, Cheiromancer, I'd like to point out how heavily he weighed HD in his CR calculations. I think HD/hp make up the disproportionate amount of staying power.</p><p></p><p></p><p></p><p>You are not the first to point this out-- there are a lot of spells that insert "infinity" and other very large numbers into certain variables in the overall equation.</p><p></p><p>In the case of flight-- change the duration to Concentration + 1 round/caster level and see what happens. Still a useful travel spell-- not <em>quite</em> so brutal a combat spell.</p><p></p><p></p><p></p><p>Quadratic means a second-order equation-- something "squared." I believe it will always be quadratic and always be parabolic in shape. But it can be very, very steep with certain variables in there.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 3746832, member: 94"] I haven't quite wrapped my head around [i]all[/i] the considerations yet; hopefully I haven't jumped the gun by posting this for discussion. At any rate, with regards to your comment, all Power is relative to the baseline CR1. As such, it is extremely unlikely for you to be facing a suitable challenge for your level whose own Power is not able to compensate for high AC. I personally feel any suitable challenge should hit, and be hit, somewhere in the natural-15+ range. Other than at very low levels, I don't think you'll see [i]numeric[/i] jumps like this in defense, at least not with respect to AC. Typical 1st level characters can afford armor in the +4 to +5 range. You could stave off the "doubling" of defense as a function of AC by dramatically increasing the cost/rarity of armors on the +7/+8 end of the scale. As I know you are an Upper_Krust devotee, Cheiromancer, I'd like to point out how heavily he weighed HD in his CR calculations. I think HD/hp make up the disproportionate amount of staying power. You are not the first to point this out-- there are a lot of spells that insert "infinity" and other very large numbers into certain variables in the overall equation. In the case of flight-- change the duration to Concentration + 1 round/caster level and see what happens. Still a useful travel spell-- not [i]quite[/i] so brutal a combat spell. Quadratic means a second-order equation-- something "squared." I believe it will always be quadratic and always be parabolic in shape. But it can be very, very steep with certain variables in there. [/QUOTE]
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