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The Quadratic Problem—Speculations on 4e
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<blockquote data-quote="Nonlethal Force" data-source="post: 3750396" data-attributes="member: 35788"><p>While a legitimate question, I really have to ask if the XP gain rate is really even an issue. I don't mean that in a mean voice, but legitimately asking if I am missing something in your question. I mean, in terms of level-by-level power does it matter how fast I ghet from level x to level (x+1)? Of course, this question is a bigtime concern in determining how fast the characters get to and get through the "sweet spot" of any system.</p><p></p><p>To me what is more important with respect to power is the tangibles. BAB, AC, damage output, spell power, saves. How high those numbers get with respect to character level is where I am concerned.</p><p></p><p>I'd really like to find a system that follows a nice square root curve (or perhaps logarithmic - but that might be too little increase in the later levels). For example, the graph of <em>f(x)</em> = SQRT[x]. The power breakdown would look something like this:</p><p></p><p>[Sblock=Chart hidden for space concerns]</p><p>[Code]</p><p>[I]Numbers Rounded to tenths for ease of comparison[/I]</p><p></p><p>[U]Level[/U] | [U]Power[/U] </p><p>1 | 1</p><p>2 | 1.4</p><p>3 | 1.7</p><p>4 | 2</p><p>5 | 2.2</p><p>6 | 2.4</p><p>7 | 2.6</p><p>8 | 2.8</p><p>9 | 3</p><p>10 | 3.2</p><p>11 | 3.3</p><p>12 | 3.5</p><p>13 | 3.6</p><p>14 | 3.7</p><p>15 | 3.9</p><p>16 | 4</p><p>17 | 4.1</p><p>18 | 4.2</p><p>19 | 4.4</p><p>20 | 4.5</p><p>21 | 4.6</p><p>22 | 4.7</p><p>23 | 4.8</p><p>24 | 4.9</p><p>25 | 5</p><p>[/Code]</p><p>[/Sblock]</p><p></p><p>Looking at that chart, it would take a part 3 levels to make a full increase in potential. Then it would take 5 levels for another increase. Then it would take 7 levels. Etc. The point is that as the players get powerful, the power level actually slows down a bit to allow the sweet spot to expand.</p><p></p><p>In current D&D, my guess is that the average full increase in power is about every 2.x levels, where x is closer to zero than nine. This is about how long it takes a player to acheive an average increase to their saves, a full dice of HP attained, a new level of spells are attained, etc. About the only thing that is attained quicker than 2.x levels is BAB, but that is significant.</p><p></p><p>I also realize that my proposal for a power curve above is likely going to be popular among DMs and not players. Power is addictive. The more powerful someone's character gets, the more powerful they want them to get and the less time they want to spend getting there. What my proposal pushes for is just the opposite. It says to not waste too much time getting reasonably powerful and then enjoying it while it lasts.</p><p></p><p>IMNSHO, I think power curves that promote faster power growth serve to make for players having fun while DMs get frustrated with high level play. Games with lower power curves will be more likely to get old, but will probably be a blast to write adventures for and DM - because the players will stay at a stable power level longer.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3750396, member: 35788"] While a legitimate question, I really have to ask if the XP gain rate is really even an issue. I don't mean that in a mean voice, but legitimately asking if I am missing something in your question. I mean, in terms of level-by-level power does it matter how fast I ghet from level x to level (x+1)? Of course, this question is a bigtime concern in determining how fast the characters get to and get through the "sweet spot" of any system. To me what is more important with respect to power is the tangibles. BAB, AC, damage output, spell power, saves. How high those numbers get with respect to character level is where I am concerned. I'd really like to find a system that follows a nice square root curve (or perhaps logarithmic - but that might be too little increase in the later levels). For example, the graph of [I]f(x)[/I] = SQRT[x]. The power breakdown would look something like this: [Sblock=Chart hidden for space concerns] [Code] [I]Numbers Rounded to tenths for ease of comparison[/I] [U]Level[/U] | [U]Power[/U] 1 | 1 2 | 1.4 3 | 1.7 4 | 2 5 | 2.2 6 | 2.4 7 | 2.6 8 | 2.8 9 | 3 10 | 3.2 11 | 3.3 12 | 3.5 13 | 3.6 14 | 3.7 15 | 3.9 16 | 4 17 | 4.1 18 | 4.2 19 | 4.4 20 | 4.5 21 | 4.6 22 | 4.7 23 | 4.8 24 | 4.9 25 | 5 [/Code] [/Sblock] Looking at that chart, it would take a part 3 levels to make a full increase in potential. Then it would take 5 levels for another increase. Then it would take 7 levels. Etc. The point is that as the players get powerful, the power level actually slows down a bit to allow the sweet spot to expand. In current D&D, my guess is that the average full increase in power is about every 2.x levels, where x is closer to zero than nine. This is about how long it takes a player to acheive an average increase to their saves, a full dice of HP attained, a new level of spells are attained, etc. About the only thing that is attained quicker than 2.x levels is BAB, but that is significant. I also realize that my proposal for a power curve above is likely going to be popular among DMs and not players. Power is addictive. The more powerful someone's character gets, the more powerful they want them to get and the less time they want to spend getting there. What my proposal pushes for is just the opposite. It says to not waste too much time getting reasonably powerful and then enjoying it while it lasts. IMNSHO, I think power curves that promote faster power growth serve to make for players having fun while DMs get frustrated with high level play. Games with lower power curves will be more likely to get old, but will probably be a blast to write adventures for and DM - because the players will stay at a stable power level longer. [/QUOTE]
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