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The Quadratic Problem—Speculations on 4e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3751163" data-attributes="member: 710"><p>If we actually use a SQRT or logarithmic base for the "number" advancement, how can we ensure that each level also gives the players something new to play with?</p><p></p><p>We can't give them any abilities that increase damage output or staying power (except for the tiny fractions allowed by the new advancement scheme).</p><p></p><p>So, what's the alternative?</p><p>One possibility might be to give additional options that aren't per se more powerful.</p><p>Examples might be: </p><p>Getting the ability to trip, grapple or disarm foes (assuming that neither ability gives you really more power, so that the action to trip, grapple or disarm gives you just as much benefit as just hitting.)</p><p>Getting the ability to cast Fireball with a different energy type (assuming all energy types are created equal)</p><p>Instead of only wild shaping into a wolf, you can wild shape into a hyena. </p><p>Instead of healing 4d8 points of damage to a single target, you can spread out the healing among multiple targets. </p><p></p><p>These improvements seem a bit... shallow compared to what D&D gives us. So, might it actually be impossible to get a linear advancement, together with a constant "survivability" and a constant way to provide the players with mechanical incentives to get new levels?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3751163, member: 710"] If we actually use a SQRT or logarithmic base for the "number" advancement, how can we ensure that each level also gives the players something new to play with? We can't give them any abilities that increase damage output or staying power (except for the tiny fractions allowed by the new advancement scheme). So, what's the alternative? One possibility might be to give additional options that aren't per se more powerful. Examples might be: Getting the ability to trip, grapple or disarm foes (assuming that neither ability gives you really more power, so that the action to trip, grapple or disarm gives you just as much benefit as just hitting.) Getting the ability to cast Fireball with a different energy type (assuming all energy types are created equal) Instead of only wild shaping into a wolf, you can wild shape into a hyena. Instead of healing 4d8 points of damage to a single target, you can spread out the healing among multiple targets. These improvements seem a bit... shallow compared to what D&D gives us. So, might it actually be impossible to get a linear advancement, together with a constant "survivability" and a constant way to provide the players with mechanical incentives to get new levels? [/QUOTE]
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