Steely_Dan
First Post
It looks like flatter math is going to be the Charlie Brown Christmas tree of 5e.
Family Guy style.
It looks like flatter math is going to be the Charlie Brown Christmas tree of 5e.
Hm, I didn't mean to come off as standoffish. I was using [albeit slightly] more polite language to describe the views I've seen repeated again and again on 'net forums. (I myself can think of much less kind ways of describing 3.x's lack of clarity.)I think he means that he finds the phrases "3.x’s unhelpful vagueries and obsfucatory rules" and "4e’s clinical precision" to be unhelpfully standoffish. Well, to be fair, that's how I see those phrases. He could have a different opinion.
Regardless of whether your underlying point is correct or not, using phrasing like that makes it look like you are looking for a fight, not a conversation.
Hm, I didn't mean to come off as standoffish.
I just wanted to say that an additional factor is actions available in the action economy. This is a topic of conversation in the current "boss monster" thread.You could do that, but that's not what has been historically done (in D&D).
That goes to a basic over-engineering of the game system
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That we have both is not entirely over-engineering, since we get two numbers to use as parameters.
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There are several tracks of related numbers: (AC, HP, AB), (DC, Save Bonus, HP), (Ability Bonus, Skill DC).
I just wanted to say that an additional factor is actions available in the action economy. This is a topic of conversation in the current "boss monster" thread.
To the question of why raise hp/damage and not attacks/defense per level...it comes down to handling variability.
Let us take the kobold argument.
Lets say that that a kobold could take 50% of a high level character's health with a single attack, but could only hit 5% of the time. Most of the time the kobold would be little threat as expected. But once in a while, with a lucky string of 20s a few kobolds could take down the character completely.
The purpose of HP is to reduce teh effects of variability. Even if I get attacked a lot because of lucky rolls, my HP allows me to take it and stay up. It is the "ultimate defense" as it were, and can't be bypassed by luck.
Yeah.
(Wanders across threads .... yikes! 46 pages and counting. Will be back in a while.)
TomB
Edit:
Ok, just up to page 5. So far, folks seem to be dancing around the notion of Boss as a unique mechanic. That is, I haven't heard any real statement that providing extra actions, and making a foe harder to lock down, is a bad idea. The argument seems to be around the mechanic of marking a foe as Boss, when that should be a mechanical outcome of the level difference. In other words, that an Ogre should mechanically "work out" as a boss for first level players but be a more normal opponent to third level players, and a minion to 10'th level players. There's nothing in the normal scaling (HP, AC, AB, &etc) to make that work.
Lots more to read ...
There's another subtle effect too. If hit points hardly varied per level then the ONLY way for a monster to become a greater threat would be to have it hit more and more often. This rapidly becomes a diminishing returns situation, and you'd end up with strange setups like the breath of a dragon would be doing only a few more points of damage than a kobold's dagger, but it would be incredibly accurate for some reason. Maybe a giant's club would be a more obvious example, you'd expect the club to do more damage, not gain accuracy over the kobold's blade. The game simply doesn't work in a way that feels intuitively 'right', and I'm pretty sure that would not fly.