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General Tabletop Discussion
*Pathfinder & Starfinder
The Tragedy of Flat Math
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<blockquote data-quote="Remathilis" data-source="post: 6005564" data-attributes="member: 7635"><p>But that goes back to my point. Both of them gained attack and defense at the same aptitude, so they cancel each other out.</p><p></p><p>Say Dirk Hero faces off with Vlad Evil. At first level, Dirk has a +5 to hit with his sword against Vlad's AC of 16. They meet again at the end of the campaign both level 30* and Dirk uses his sword of +20 vs. Vlad's AC of 31. And nothing has changed. That +15 did what exactly except bloat the math?</p><p></p><p>I guess I can see some merit when fighting a low-level foe or a higher level foe, but 4e's math makes both of those scenarios a waste of time. A low level foe (say, a level 1 orc vs a level 8 PC) cannot hit and only serves as a figurative minion (or worse, minions might have 1 hp, but their attack is still on par) while a foe too high (level 9 orc shaman vs. level 1 PCs) can't be hit, and will either kill them outright or descend into grindspace. Ergo, neither fight is fair, fun, or what have you. So you pitch a level 8 orc vs. a level 8 party to keep the fight fair, which is the same as bounded accuracy for a low-bonus orc vs. a low-bonus fighter. </p><p></p><p></p><p></p><p>Granted, always-hit/can't hit scenarios suck. The problem of making everyone hit, save, and defend equally though is you're stuck with more or less the same level for everything. A mage and a fighter (having similar strength or melee training) use the same attack # for base attacks with a sword. Mr. Book-It and Riddle of Steel have the same to Hit at the same level. AC scales similarly only really being different by armor worn. All your defenses are the same, accounting for a 1-2 point class bump (since you get your choice of two scores to add to them, you just need one good S/C, one good D/I, and one good W/Ch to make your saves. 8-dump the other three scores). All those numbers make the classes perfectly numerically similar, which adds to the blandness to a class structure already laden with the same power acquisition scale and overlapping "role" mechanics. </p><p></p><p>I don't want 3e's swing, but 4e's TOO sculptured. I hope Next finds a middle between them.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6005564, member: 7635"] But that goes back to my point. Both of them gained attack and defense at the same aptitude, so they cancel each other out. Say Dirk Hero faces off with Vlad Evil. At first level, Dirk has a +5 to hit with his sword against Vlad's AC of 16. They meet again at the end of the campaign both level 30* and Dirk uses his sword of +20 vs. Vlad's AC of 31. And nothing has changed. That +15 did what exactly except bloat the math? I guess I can see some merit when fighting a low-level foe or a higher level foe, but 4e's math makes both of those scenarios a waste of time. A low level foe (say, a level 1 orc vs a level 8 PC) cannot hit and only serves as a figurative minion (or worse, minions might have 1 hp, but their attack is still on par) while a foe too high (level 9 orc shaman vs. level 1 PCs) can't be hit, and will either kill them outright or descend into grindspace. Ergo, neither fight is fair, fun, or what have you. So you pitch a level 8 orc vs. a level 8 party to keep the fight fair, which is the same as bounded accuracy for a low-bonus orc vs. a low-bonus fighter. Granted, always-hit/can't hit scenarios suck. The problem of making everyone hit, save, and defend equally though is you're stuck with more or less the same level for everything. A mage and a fighter (having similar strength or melee training) use the same attack # for base attacks with a sword. Mr. Book-It and Riddle of Steel have the same to Hit at the same level. AC scales similarly only really being different by armor worn. All your defenses are the same, accounting for a 1-2 point class bump (since you get your choice of two scores to add to them, you just need one good S/C, one good D/I, and one good W/Ch to make your saves. 8-dump the other three scores). All those numbers make the classes perfectly numerically similar, which adds to the blandness to a class structure already laden with the same power acquisition scale and overlapping "role" mechanics. I don't want 3e's swing, but 4e's TOO sculptured. I hope Next finds a middle between them. [/QUOTE]
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