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The Quadratic Problem—Speculations on 4e
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<blockquote data-quote="Lanefan" data-source="post: 3747193" data-attributes="member: 29398"><p>Not that I can make head or tails of all the formulas above, but there *is* one factor missing: magic.</p><p></p><p>Magic makes a character's numbers go up even faster than they would otherwise.</p><p></p><p>An example: a fighter at 1st level fights at baseline x ability, when all the inherent variables are thrown together. The same fighter at 10th level fights at x + 10^y where y is whatever all the formulas decide the "curve" factor to be. However, a 10th-level fighter has almost always (and particularly so in 3e) acquired magic items that will make her:</p><p> - hit more often (+n magic weapon, +s strength device, boots of speed, feats)</p><p> - do more damage per hit (+n weapon, +s strength again)</p><p> - be harder to hit (+a armour/shield, boots of speed, ring of protection, feats)</p><p></p><p>Now, when comparing similar fighters against each other this is a wash, as both would in theory gain about equal overall benefit from equipment. But comparing said fighter to the average monster that doesn't have access to The Adventurers' Magic Supply, the monster is in even more trouble. Much the same goes for all other classes; fighters are just the easiest to quantify. End result: the curve goes up even more steeply than you thought. (in 1e, it's magic that topples the curve in the end, not increasing levels; level benefits largely flatten out after about the 9-12 range except for wizards)</p><p></p><p>A simple yet dull way to flatten the curve a bit is to stop giving out magic items...but that's no fun for anyone.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3747193, member: 29398"] Not that I can make head or tails of all the formulas above, but there *is* one factor missing: magic. Magic makes a character's numbers go up even faster than they would otherwise. An example: a fighter at 1st level fights at baseline x ability, when all the inherent variables are thrown together. The same fighter at 10th level fights at x + 10^y where y is whatever all the formulas decide the "curve" factor to be. However, a 10th-level fighter has almost always (and particularly so in 3e) acquired magic items that will make her: - hit more often (+n magic weapon, +s strength device, boots of speed, feats) - do more damage per hit (+n weapon, +s strength again) - be harder to hit (+a armour/shield, boots of speed, ring of protection, feats) Now, when comparing similar fighters against each other this is a wash, as both would in theory gain about equal overall benefit from equipment. But comparing said fighter to the average monster that doesn't have access to The Adventurers' Magic Supply, the monster is in even more trouble. Much the same goes for all other classes; fighters are just the easiest to quantify. End result: the curve goes up even more steeply than you thought. (in 1e, it's magic that topples the curve in the end, not increasing levels; level benefits largely flatten out after about the 9-12 range except for wizards) A simple yet dull way to flatten the curve a bit is to stop giving out magic items...but that's no fun for anyone. Lanefan [/QUOTE]
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