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General Tabletop Discussion
*TTRPGs General
What's wrong with scaling (and levels, bonuses, advancement, etc)?
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<blockquote data-quote="SpydersWebbing" data-source="post: 5696914" data-attributes="member: 56378"><p>Wait, how does increasing HP, which has <em>always</em> stood for the increasing luck, durability, and grit of a character, not make sense? Historically it's always represented turning a lethal hit into a near miss or a scrape. This has always been the case in DnD, to the point that what you bring up is not DnD by definition. </p><p></p><p>The ascending HP model effectively explains the goblin being able to narrowly get out of the way and keep going. The attack roll missing is not the model of someone completely getting out of the way, it's the attacker botching the attack and looking like a dunce in the process, otherwise critical misses and hits wouldn't be seen as entirely <em>the attacker's fault/fortune.</em> What you're bringing up is pretty thoroughly against the spirit of DnD as I know it.</p><p></p><p>Your model doesn't work for another reason: it's a pain in the ass to implement. Every other level increasing everything by 1? Really? Or is it every level? Doesn't matter, the math in the majority of cases means next to nothing, and turns into a pointless scribbling on the character sheet, with ascending numbers that model the same bloody thing each and every time without an actual change in the meaning of the numbers. Giving the players more options is meaningful to them. I've never run into a player who didn't appreciate another feat or power, but I've <em>never</em> met a player who wanted to give himself a constant +1, especially when he notices that his chance to hit don't actually change. HP, on the other hand, is very simple and increases enough so that higher damage hits mean something.</p><p></p><p>In conclusion: it's far easier on everyone involved to increase the number of options and keep the math more or less the same throughout the game. Then you don't have this ridiculous every-other-level-workload that one of my players (rightfully) pointed out looked a lot like filling in the ACT. When one of my players makes a comment like that (and is not a bimbo by any stretch of the word) then I <em>know</em> the RPG I'm playing has done something wrong.</p></blockquote><p></p>
[QUOTE="SpydersWebbing, post: 5696914, member: 56378"] Wait, how does increasing HP, which has [I]always[/I] stood for the increasing luck, durability, and grit of a character, not make sense? Historically it's always represented turning a lethal hit into a near miss or a scrape. This has always been the case in DnD, to the point that what you bring up is not DnD by definition. The ascending HP model effectively explains the goblin being able to narrowly get out of the way and keep going. The attack roll missing is not the model of someone completely getting out of the way, it's the attacker botching the attack and looking like a dunce in the process, otherwise critical misses and hits wouldn't be seen as entirely [I]the attacker's fault/fortune.[/I] What you're bringing up is pretty thoroughly against the spirit of DnD as I know it. Your model doesn't work for another reason: it's a pain in the ass to implement. Every other level increasing everything by 1? Really? Or is it every level? Doesn't matter, the math in the majority of cases means next to nothing, and turns into a pointless scribbling on the character sheet, with ascending numbers that model the same bloody thing each and every time without an actual change in the meaning of the numbers. Giving the players more options is meaningful to them. I've never run into a player who didn't appreciate another feat or power, but I've [I]never[/I] met a player who wanted to give himself a constant +1, especially when he notices that his chance to hit don't actually change. HP, on the other hand, is very simple and increases enough so that higher damage hits mean something. In conclusion: it's far easier on everyone involved to increase the number of options and keep the math more or less the same throughout the game. Then you don't have this ridiculous every-other-level-workload that one of my players (rightfully) pointed out looked a lot like filling in the ACT. When one of my players makes a comment like that (and is not a bimbo by any stretch of the word) then I [I]know[/I] the RPG I'm playing has done something wrong. [/QUOTE]
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What's wrong with scaling (and levels, bonuses, advancement, etc)?
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