Formulas and advancement

Post/Author/DateTimePost
#1

Valtrim

Jul 06, 2014 20:28:55

Apologies if this has been addressed already; if someone can point me to a post from a designer regarding it, I'd be very grateful.

 

In looking at the basic rules for 5th, what stands out for me is the lack of easily identifiable algorithms for level/ability bonus/class feature advancment.  While certain things, such as proficiency bonus ( (level - 1)/4 + 2) or the rogue's sneak attack (1d6 at first and one extra d6 every odd level) are relatively easy to see, there are other things such as ability bonuses (4th, 8th, 12th, 16th, and... 19th?) and most other class features that don't seem to follow any pattern.

 

Why was this done? Were things shifted around so that each class would have some sort of improvement at every level?  It doesn't matter all that much for play from 1-20 since the tables for those are given explicitly, though if there's ever a rules module for play above 20th (such as 3rd's Epic Level Handbook), it makes extrapolating advancement problematic.

 

Thanks in advance for any links to the developer's thoughts on this.

 

 

#2

Archon007

Jul 06, 2014 21:59:29

It's to keep leveling calm. Bound accuracy. 5e shouldn't have crazy large level jumps in power. 

#3

Valtrim

Jul 11, 2014 16:53:31

I guess I'll wait and see if the ways that things are shifted around also follow a pattern.  Even if 5th ends up not having official support for play above 20th level, I'll likely come up with rules for it at some point, so it'll be good if there are identifiable patterns to such things.

 

Thanks for the reply.

#4

BoldItalic

Jul 12, 2014 0:42:22

There is a pattern but each class has a different algorithm and the functions are 20th-order polynomials.

#5

GilbertMDH

Jul 12, 2014 8:53:35

Also, they have talked about the DMG being a tinker's toolkit. It will have a lot of under the hood explanations to help those who want to modify or add to the system in some way. However, you will have to wait for Novemeber for that.

#6

ivstin

Jul 21, 2014 23:37:37

Monster Advancement

 

From the starter kit, the only stable statement I can say is that

If Monster HD = 9 or less; then monster proficiency bonus is +2

If Monster HD = 10 or higher; then monster proficiency bonus is +3

 

Monster HD Type is based on size, where:

Tindy (d4)

Small (d6)

Medium (d8)
Large (d10)

 

Monster Challenge makes zero sense in comparison to HD, Proficiency, and HD Type.

Except the dragon, which is obviously a Challenge 8, because in Sacred Geometry 8 is the destruction of the material world.
 

Any thoughts?

#7

Joe_the_Rat

Jul 23, 2014 6:13:08

Part of what you need to do is look at near-patterns - places where the progression almost follows, like someone didn't like the order and bumped something up or down by one. Like attribute bonus / feats: Every fourth level, except they moved the last one back to 19 so each class would get a unique capstone at 20. Fighter gets their extra attribute/feat in the middle of the lower (6th) and upper (14th ) progressions, rogue gets theirs in the middle (10th). It looks like most of the subclass features run at around every four levels, save that they avoid having subclass features, attribute bonus/feats, and brand new abilities at the same time. When there's conflict, attrifeatabutes have right of way.

 

ivstin wrote:
#8

Vatras

Jul 23, 2014 9:30:12

One of the reasons is that each class should have something new or an increase in power at each level (and to distribute it evenly too). So they shifted things a bit around to accomodate that philosophy, even if it does not follow the same pattern with each class as it did in 3E/4E.

(Reply to #7)

ivstin

Joe_the_Rat wrote: