Verzen wrote:
ScooterScoots wrote:
Verzen wrote:
ottdmk wrote:
exequiel757 wrote:
The thing is at that point why bother having each ancestry have their own HP boost then? 4 HP is only a noticeable difference at 1st level, could probably save you at 2nd level, and pretty much not matter at all from 3rd level onwards.
Because I have an instinctive hatred of "one true builds", and I don't want the choice of Ancestry to be more impactful. I very much appreciate that you can start off as "the toughest", but that ultimately it doesn't really matter much.
Id rather have the feeling of variance. For example.. a halfling barbarian is just as good as a minotaur barbarian.
However the minotaur has more HP, less evasion and the halfling has more evasion, less HP.
How are you going to balance each ancestry so that no matter what class you pick they're all roughly the same overall power? That's not true even in the current game, but putting more of the power/variance in ancestries is going to make that an impossible solve.
Not really.
We used statistic and variance mathematics.
For example 1d6+4 = 5 to 10 damage or 7.5 on average.
on a roll of a d20, we need lets say a 18 to hit the halfling but only a 16 to hit the minotaur.
The halfling takes 7.5 damage 15% of the time which equates with 1.125 damage per first attack.
The minotaur takes 1.875 dmg per first attack.
Lets for the moment just assume they only do one attack per round for the sake of explanation.
HP(H)/1.125 = HP(M)/1.875
1.125/1.875 = 0.6 or 60%
So the halfling would have to have 60% of the minotaurs HP for it to be balanced.
Or the minotaur has 40% more HP.
So if the minotaurs HP was 80, the halflings HP would be 48.
Yes. The halfling is far squishier, but the minotaur gets hit a lot more often than the halfling would.
This would help maintain that fantasy of minotaurs being brutish while halflings are innately small and agile.
So this is a nice calculation, and this would work well for the particular scenario you are referring to.
But if we were to have hp be balanced like that.we run into the issue that it breaks down whenever we are in a situation where the to hit chance is not 15% for the halfling, but lets say more realistically (for pathfinder that is) at 40%. A difference of 2 between the minotaur and the halfling ac would then mean that (using the same math you did, but slightly simplified) the halfling would need 40/50 = 80% of the minotaurs hp for it to be balanced.
Or let's see what happens if we go in the other direction. 5% chance to hit for halfling, vs 15% for the minotaur. Now the halfling needs to have 5/15 = 33% of the minotaurs hp to be balanced.
So given this I hope it is clear that there isn't really a good way to balance the game for all enemy difficulties by making hp adjust to variance in to hit chances as long as you have a system with also a large variance in enemy hit chance. We'd need to throw out this larger enemy hit chance variance for this to work well. and that requires getting rid of adding levels to proficiency. in favour of bounded accuracy woth relatively limited outer bounds
The PF2e approach of everyone has basically the same ac (except the tank classes) and minor variation in hp is the more robust solution for enemies with large to hit chance variation if the goal is that everyone survives roughly equally long.
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Anyway while we are on the topic of things we want to see changed in pf2e. I would like them to get rid of what I call staggered proficiency progression as a balance method in favour of a static relative proficiency progression balance.
What I refer to as staggered proficiency is the bit where proficiency ranks increase for example 2 levels earlier or later than other classes with the reason given that this class gets other things so we have to make them a bit worse at this. or the other way around. think magus. they are good at swords and stuff, so they get their magic proficiency 2 levels later than regular casters. Or casters with their spellcasting proficiency at lvl 7 rather than 5, which is combined with the lack of attack runes one of the main reasons they feel especially bad at attack rolls. or say warpriest which gets weapon proficiency 2 levels late because they also get spells, and about those spells. let's give their upgrade to expert at lvl 11 because we did give them the weapon proficiency increase early. what warpriest is not very good? don't worry we're giving them master weapons at lvl 19, 7 levels later than regular martials. or how spellcasters get weapon proficiency at lvl 11 rather than 13.
The goal here is clear I think. there should be tradeoffs to being good at certain things. you aren't supposed to be abpe to do apl things super good. But this 2 level delay here 4 level delay there approach is in my humble opinion the single worst way to do this. Because it doesn't actually solve the underlying problem. the class is still just as good at the thing outside of the 2 levels where it is delayed. Those two levels now just become a feel bad moment where your class is suddenly worse relative to the rest until they get past those 2 levels. (this is why attack spell rolls are at their worst on levels 5,6 and 13,14). Or in the warpriests case. it is just bad at both being a martial, and being a caster due to not getting either in the name of tradeoffs. Armor proficiency have this as well.
My proposal: have eveyone get combat prociciencies at the same levels (let's say lvl 1, 5, and 13 (and 19 for spellcasters). and make the tradeoff consistent throughout the whole 20lvl range starting at the differentiation point of lvl 5. this way spell attacks lose their extremely bad 4 levels (you still need runes to make them on par unfortunately. give em a gate attenuator for spells maybe? or do a less hacky fix and give them full +1,+2,+3 runes at the same time as martials while also separating attack spell and save spell proficiency and have casters gain attack spell proficiency increases at lvl 5 and 13, while save spell proficiency continues to legendary just like normal getting increases at 5,13, and 19) and all other classes lose their random 2 levels of just being worse at the thing they used to be equally good at.
and in the case of warpriest like situations. just trade their martial weapon and spellcasting proficiencies so that they gain for weapons expert at 5 master at 13 and spell proficiency at 13 and 19 to mirror the cloistered cleric weapons expert at 13, and spells at 5, 13, and 19. this way the warpriest has full martial progression, and a consistent -2 relative to other casters (similar mostly to spellcasting archetype on a martial) and cloistered has full spellcasting, and a consistent -2 to weapons proficiency (just like all other casters).
this does require some rebalancing on monster saving throws to account for the 2 levels earlier expert and master spellcasting proficiency. But it would overall make the game's math much more beatiful. and more importantly, eliminates awkward feel bad levels that do not really make sense narratively.