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The Quadratic Problem—Speculations on 4e
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<blockquote data-quote="Nonlethal Force" data-source="post: 3747871" data-attributes="member: 35788"><p>In a way, yes. Your math is good, by the way - FWIW. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>{I'm changing the variable l to x so that it is easier to read in the equation below. Not that there is anything wrong with using l}</p><p></p><p>is k = (a)(SQRT[x]) and T = (b)(SQRT[x]) then kT = (a)(b)(x). </p><p></p><p>{For those non-math geeks who are interested: The mathematical rule is that if we are multiplying expressions with the same bases then we can add the corresponding exponents. A square root is technically an exponent of 1/2, thus (SQRT[x])(SQRT[x]) = x because 1/2 + 1/2 = 1.}</p><p></p><p>Since a and b are merely constants that relate to the amount of power increase, you can see that the only variable is x, and thus this is linear.</p><p></p><p>However, to use Wulf's original logic, we do not only have an increase each level. We have a constant base starting point. Let's call them c and d, respectively. So the equations are actually:</p><p></p><p>k = (a)(SQRT[x]) + c</p><p>T = (b)(SQRT[x]) + d</p><p></p><p>Then,</p><p></p><p>kT = (aSQRT[x] + c)(bSQRT[x] +d)</p><p></p><p>We need to FOIL that baby, and when we do it isn't really very pretty:</p><p></p><p>kT = abx + adSQRT[x] +bcSQRT[x] + cd</p><p></p><p>If we want, we can somewhat simplify the equation into this:</p><p></p><p><strong>kT = abx +(ad+bc)SQRT[x] + cd</strong></p><p></p><p>As you can tell by the existance of the pesky SQRT term, this is not a linear progression either. However, it will behave much more like a linear equation over the long haul than a flattened exponential or a flattened quadratic. [This is because the dominant power of the equation is 1]</p><p></p><p></p><p></p><p></p><p>The real problem with the SQRT approach is not in the mathematical progression of the equations. The real problem is that the numbers are so darn unweildy. Game designers would nee to figure out fractional (decimal, really) values. It isn't too far from the way that saves are done in UA, except that those are linear in and of themselves rather than the blending of two SQRT functions.</p><p></p><p>I suspect that if a SQRT approach was taken, you would simply see a step-function approach to game play. You would see no improvement from levels 1-4, then a small jump. Then no more improvement until level 9, and then another small jump. It would be the only way to effectively use a SQRT approach to power curve and lasting power. The reason is because people like whole numbers, not slow increasing decimals.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3747871, member: 35788"] In a way, yes. Your math is good, by the way - FWIW. :D {I'm changing the variable l to x so that it is easier to read in the equation below. Not that there is anything wrong with using l} is k = (a)(SQRT[x]) and T = (b)(SQRT[x]) then kT = (a)(b)(x). {For those non-math geeks who are interested: The mathematical rule is that if we are multiplying expressions with the same bases then we can add the corresponding exponents. A square root is technically an exponent of 1/2, thus (SQRT[x])(SQRT[x]) = x because 1/2 + 1/2 = 1.} Since a and b are merely constants that relate to the amount of power increase, you can see that the only variable is x, and thus this is linear. However, to use Wulf's original logic, we do not only have an increase each level. We have a constant base starting point. Let's call them c and d, respectively. So the equations are actually: k = (a)(SQRT[x]) + c T = (b)(SQRT[x]) + d Then, kT = (aSQRT[x] + c)(bSQRT[x] +d) We need to FOIL that baby, and when we do it isn't really very pretty: kT = abx + adSQRT[x] +bcSQRT[x] + cd If we want, we can somewhat simplify the equation into this: [B]kT = abx +(ad+bc)SQRT[x] + cd[/B] As you can tell by the existance of the pesky SQRT term, this is not a linear progression either. However, it will behave much more like a linear equation over the long haul than a flattened exponential or a flattened quadratic. [This is because the dominant power of the equation is 1] The real problem with the SQRT approach is not in the mathematical progression of the equations. The real problem is that the numbers are so darn unweildy. Game designers would nee to figure out fractional (decimal, really) values. It isn't too far from the way that saves are done in UA, except that those are linear in and of themselves rather than the blending of two SQRT functions. I suspect that if a SQRT approach was taken, you would simply see a step-function approach to game play. You would see no improvement from levels 1-4, then a small jump. Then no more improvement until level 9, and then another small jump. It would be the only way to effectively use a SQRT approach to power curve and lasting power. The reason is because people like whole numbers, not slow increasing decimals. [/QUOTE]
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