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The Quadratic Problem—Speculations on 4e
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<blockquote data-quote="Wulf Ratbane" data-source="post: 3746967" data-attributes="member: 94"><p>Exactly so. That's why I have used the values I used in series 2, 3, and 4. </p><p></p><p>It's also important to remember that (I think) <em>m</em> and <em>d</em> are ratios in relation to <em>b</em> and <em>a</em>; and for our purposes <em>a</em> and <em>b</em> are in relation to 3e.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>One possible clue is the new <em>power sources</em>: 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 <em>through</em> 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 <em>might</em> allow the fighter to hit twice as often and twice as hard, but through an expendable resource analogous to arcane or divine power.</p><p></p><p></p><p></p><p>I believe that as <em>a</em> and <em>b</em> get larger, <em>m</em> and <em>d</em> must become smaller fractions. (Character advancement, <em>x</em>, is already as granular as it can be: integers.)</p><p></p><p>When <em>m</em> and <em>d</em> 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 <em>a</em> and <em>b</em> can get and still have <em>m</em> and <em>d</em> large enough to make levelling up feel like a win.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 3746967, member: 94"] 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) [i]m[/i] and [i]d[/i] are ratios in relation to [i]b[/i] and [i]a[/i]; and for our purposes [i]a[/i] and [i]b[/i] 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 [i]power sources[/i]: 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 [i]through[/i] 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 [i]might[/i] allow the fighter to hit twice as often and twice as hard, but through an expendable resource analogous to arcane or divine power. I believe that as [i]a[/i] and [i]b[/i] get larger, [i]m[/i] and [i]d[/i] must become smaller fractions. (Character advancement, [i]x[/i], is already as granular as it can be: integers.) When [i]m[/i] and [i]d[/i] 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 [i]a[/i] and [i]b[/i] can get and still have [i]m[/i] and [i]d[/i] large enough to make levelling up feel like a win. [/QUOTE]
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