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The Quadratic Problem—Speculations on 4e
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<blockquote data-quote="DarkKestral" data-source="post: 3747138" data-attributes="member: 40100"><p>One possibility to keep the power-growth higher than linear but less than quadratic would be linear + logarithmic. Since it is the nearest of the infinite-growth curves to being a bounded function, a logarithm helps when you want to create a 'maximum' power level that continuously grows, but you need it to eventually stop growing very much. In this way, characters improvement speeds improve over time, but the speed of that improvement of improvement slows.</p><p></p><p>From what I can tell, WoW uses something of a similar system for it's stats, and is noted for having a very long 'sweet spot', even though the difference between a character of level 1 vs. a character of equivalent race and class who is level 2 is much less than those same characters when the first is level 69 (the penultimate level) and the other at 70 (the current maximum level).</p><p></p><p>That way, you can tell the obvious differences, because a character of level 30's 'baseline' chance of success vs. a level 30 target compared to a level 1's can be higher, but not so overpoweringly so that we see the 'autosuccess on everything but 1' that can happen in level 20 games of the current day, as compared to the 'autofail on everything but 1' that you can see in level 1. It would be closer to 60% success baseline at 30, but 40% success baseline at 1. A signficant and notable difference, but one less prone to being 'unfun'.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 3747138, member: 40100"] One possibility to keep the power-growth higher than linear but less than quadratic would be linear + logarithmic. Since it is the nearest of the infinite-growth curves to being a bounded function, a logarithm helps when you want to create a 'maximum' power level that continuously grows, but you need it to eventually stop growing very much. In this way, characters improvement speeds improve over time, but the speed of that improvement of improvement slows. From what I can tell, WoW uses something of a similar system for it's stats, and is noted for having a very long 'sweet spot', even though the difference between a character of level 1 vs. a character of equivalent race and class who is level 2 is much less than those same characters when the first is level 69 (the penultimate level) and the other at 70 (the current maximum level). That way, you can tell the obvious differences, because a character of level 30's 'baseline' chance of success vs. a level 30 target compared to a level 1's can be higher, but not so overpoweringly so that we see the 'autosuccess on everything but 1' that can happen in level 20 games of the current day, as compared to the 'autofail on everything but 1' that you can see in level 1. It would be closer to 60% success baseline at 30, but 40% success baseline at 1. A signficant and notable difference, but one less prone to being 'unfun'. [/QUOTE]
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