Fixing high level play -- a random thought.


General Discussion (Prerelease)


I was thinking idly about the problems of high level play last night, and it occured to me that one of the problems might be the size of bonuses (BAB, etc.) relative to the possible range of rolls on a d20.

In other words, the possible results on a d20 range from 1-20, which means that each 1 point in a roll represents 5% of the possible range. When you have a +20 bonus, that represents 100% of a possible d20 roll. Even a +15 bonus represents 75% -- a huge reduction of random variance, and thus a corresponding reduction in 'hit chance' on difficult rolls, and 'miss chance' on easy ones.

These are colossal fixed modifiers to a random roll. At 20th level, that means a BAB of 20 represents a +100% bonus to any die roll, for example -- and that's without strength modifiers, magic item bonuses, etc. etc.

Is part of the 'swinginess' of high level play -- the tendency of those who win initiative to win, for example -- due to the excessive size of the fixed modifiers making the random roll pretty much trivial? The exploding fixed modifiers seem to help create a binary situation in which some rolls are simply impossible, while others are inevitable. And this problem seems to me to be traceable, at least in large part, to the huge size of fixed modifiers relative to the random part of the roll.

Another way to look at it is that the d20 roll becomes a far lesser part of the total roll, percentage-wise. For example, when there is +5 fixed modifier, the d20 roll accounts for 80% of the possible range of numbers. Up it to a +40 fixed modifier, and the d20 roll is only 33% of the possible range of numbers.

What if the progression for stuff like BAB didn't go from +1 to +20, but stopped at +5 and then added iterative attacks? For example, a progression like +1, +2, +3, +4, +5, +5/+1, +5/+2, +5/+3, +5/+4, +5/+5, +5/+5/+1, etc., up to a maximum of +5/+5/+5+/+5 at 20th level? And the game was recalibrated so that the d20 roll itself remained at least 50% of any total roll?


At first glance you come to the conclusion you have. However, it's misleading.

Yes, the d20 can only go so far. Once the bonuses begin growing above the 20 mark it seems unimportant to even roll that die. The truth is, though, that if done properly the opposed DC or opposed roll is also growing at the same rate.

When you roll an attack, the defender should have an equal chance of defending. In current D&D this isn't true. AC is static and requires magic items to increase (or obscure or rare bonuses from other sources, like class.) This can be fixed by adding Armor class based entirely on your level.

In truth, we could do away with numbers increasing based on your level all together. This would fix the math, and make the game work practically infinitely. However, most people would not like this course as it would diminish the illusion of character growth.

The best solution is stated above: Have important numbers scale with level, with additional character specialties influencing that number. Abilities, magic items, classes, everything as it is now, just add in bonuses where bonuses are due.

AC (touch, FF, et all); saves; attacks; Save DCs: these all need to grow in unison. If we control the number growth without impeding character development than we win.


You'd have to change every single monster first off, which violates backwards computability. Granted, that's shot anyways, but it'd make it worse.

Currently AC is a yes/no stat instead of a variable stat, but the swinginess of high level play is because enemies, even those not the best at melee can two round PC melees without fail, and sometimes one round them. So they either stay back instead of doing their job, they get killed first, or the party kills the enemy in 1 (maybe 2) rounds.

You can only cast Heal so many times after all, even if you are so inclined.

Note if the enemies use spells instead, they can do the same thing except to the entire party.


Crusader of Logic wrote:
You'd have to change every single monster first off, which violates backwards computability.

I conclude that we don't have to. If you're up to the task, than so be it. It's not too hard to just make up the numbers on the fly or 5 minutes before combat, or at least, it shouldn't be.


So... you're either expected to do mental math for every single enemy, or play Magical Tea Party with the combat stats? That makes no sense whatsoever.

The moment you (Paizo) starts telling the DMs they need to do *insert critical stuff* themselves is the moment said DMs decide to purchase another product because if they could do the job better, they'd have already done so.


That would be the choice of Paizo to release a monster manual. Yes, it would be the most beneficial to do so, but it would require a lot of work. I'm not really sure they'd be allowed to do that, anyhow.

Paizo is just fixing fluff. If they actually fix the game in it's core, than it's not as backwards compatible as they want it to be. 4e got a lot right, but they lost all character creation in the process. given the right nudge 3.5, or 3p, could have the best mix of both systems.


neceros wrote:

That would be the choice of Paizo to release a monster manual. Yes, it would be the most beneficial to do so, but it would require a lot of work. I'm not really sure they'd be allowed to do that, anyhow.

Paizo is just fixing fluff. If they actually fix the game in it's core, than it's not as backwards compatible as they want it to be. 4e got a lot right, but they lost all character creation in the process. given the right nudge 3.5, or 3p, could have the best mix of both systems.

I agree. I also think that my solution was too extreme, but I threw it out in an effort to shake things up and get people thinking outside the box a bit when they go to fix high level play. Recognizing that high fixed bonuses + small die roll vs. either excessively low fixed DCs or excessively high fixed DCs

Still -- in the case of attacks -- wouldn't adding level to AC and cutting BAB have the same effect -- except that cutting BAB would make iterative attacks more viable?

As for 'a lot of work' and 'backwards compatibility' issues -- well, at some point, a choice is going to have to be made. Either high level play is left as it is -- broken and, in the opinion of many, close to unusable -- or it's going to have to get a MAJOR overhaul. There's no avoiding this choice -- Paizo's going to have to decide: fix it, or don't.

And I'm all for buckling down and wading in with both fists on an overhaul, or the game is going to continue to be viable only to level 10-12, meaning that it's really only half a game, and a good portion of the material never actually gets used. IMO, of course.


It already isn't backwards compatible. And 'fixing fluff'? I do not think that term means what you think it means.

Silver Crusade

Carnivorous_Bean wrote:

I was thinking idly about the problems of high level play last night, and it occured to me that one of the problems might be the size of bonuses (BAB, etc.) relative to the possible range of rolls on a d20.

In other words, the possible results on a d20 range from 1-20, which means that each 1 point in a roll represents 5% of the possible range. When you have a +20 bonus, that represents 100% of a possible d20 roll. Even a +15 bonus represents 75% -- a huge reduction of random variance, and thus a corresponding reduction in 'hit chance' on difficult rolls, and 'miss chance' on easy ones.

These are colossal fixed modifiers to a random roll. At 20th level, that means a BAB of 20 represents a +100% bonus to any die roll, for example -- and that's without strength modifiers, magic item bonuses, etc. etc.

Is part of the 'swinginess' of high level play -- the tendency of those who win initiative to win, for example -- due to the excessive size of the fixed modifiers making the random roll pretty much trivial? The exploding fixed modifiers seem to help create a binary situation in which some rolls are simply impossible, while others are inevitable. And this problem seems to me to be traceable, at least in large part, to the huge size of fixed modifiers relative to the random part of the roll.

Another way to look at it is that the d20 roll becomes a far lesser part of the total roll, percentage-wise. For example, when there is +5 fixed modifier, the d20 roll accounts for 80% of the possible range of numbers. Up it to a +40 fixed modifier, and the d20 roll is only 33% of the possible range of numbers.

What if the progression for stuff like BAB didn't go from +1 to +20, but stopped at +5 and then added iterative attacks? For example, a progression like +1, +2, +3, +4, +5, +5/+1, +5/+2, +5/+3, +5/+4, +5/+5, +5/+5/+1, etc., up to a maximum of +5/+5/+5+/+5 at 20th level? And the game was recalibrated so that the d20 roll itself remained at least 50% of any total roll?

I'm not sure I'm following this properly, so feel free to correct me as alot of the math you're spouting is making my head hurt. How is making the BAB progression go like you're suggesting any better than what we have now? Alot of what you're talking about seems rather incomplete to me and, pardon me for saying so, as I could be wrong, but it seems to me that you're phishing. Back up what you've got with something a bit more concrete (and understandable to laymen, as I'm no mathematical genius and don't profess to be one either as its not a requirement to play the game). Perhaps that will help with the responses you're getting.


Crusader of Logic wrote:
It already isn't backwards compatible. And 'fixing fluff'? I do not think that term means what you think it means.

Inconceivable!

I was over exaggerating. I mean they are only fixing minor issues, yet issues that needed to be fixed, for sure. Skills, class abilities, feats: These are all issues that really didn't need to be done, or are very easy to fix. Heck, I've done half of what they've published as house rules before I picked up a paizo book.

I just think they are going too easy on things.


Off topic, C_B, didn't you leave these boards, never to return?


Carnivorous_Bean wrote:

I was thinking idly about the problems of high level play last night, and it occured to me that one of the problems might be the size of bonuses (BAB, etc.) relative to the possible range of rolls on a d20.

...

What if the progression for stuff like BAB didn't go from +1 to +20, but stopped at +5 and then added iterative attacks? For example, a progression like +1, +2, +3, +4, +5, +5/+1, +5/+2, +5/+3, +5/+4, +5/+5, +5/+5/+1, etc., up to a maximum of +5/+5/+5+/+5 at 20th level? And the game was recalibrated so that the d20 roll itself remained at least 50% of any total roll?

The fundamental apparent problem with high level play is NOT the size of the bonuses. It's the RELATIVE size of the bonuses and ACs for the different player character classes. And, this kind of problem is built into every game system (and it doesn't matter how big or small the attack bonuses are).

For example, once the PCs hit about 13th level (or so; it depends on the campaign and the magic items given out or created), there's a good chance that PC a cannot be hit on less than an 18, by any monster in the CR range you want to use; while PC be hit by a 2 or better by any monster in the CR range appropriate.

In the campaign in which I currently play, one PC has an AC of 38. Another PC has an AC of 18. The monster that's a challenge to PC A will stomp all over PC B. It's not the size of the bonuses that's a problem, really. It's the differences between them that creates the problem. This is one reason why, in the epic handbook, BAB advancement rates change (so that, although they're imbalanced when the PCs hit 20th, they stay at roughly the same imbalance level past that).

But BAB and AC do not go hand in hand, and this creates the problem you're talking about. This, oddly enough, is one of the ideas in 4e that I really liked (AB and AC both grow with level, and slowly).

IF BAB and AC grew at the same rate, or even at close to the same rate, and if monsters BABs and ACs grew at the same rates as the players BAB and AC, there wouldn't be as much of an issue.

YET, this would also introduce boring play. The variation of BAB and AC creates tactical problems for the players to solve. The fact that the party MUST protect the Sorceror so he can toss the fireball that weakens every monster they face, the fact that the Cleric must occasionally wade in to the fight himself, the "fire and maneuver" aspects of play to protect the weak links in the party - this is part of the game, and was intended to be part of the game from the start.

It also creates tactical problems for the GM to solve. In order for the game to be fun for the players, they have to be both challenged and threatened. Their stupidity must have its reward (at these levels, that's often character death). That means that the problem of unhittable PC A versus too-easily-hittable PC B is both their and your problem to solve.

I don't think that BAB needs to be adjusted much, or limited. There are problems with 3.5, yes, but I doubt that's one of them.

Iterative attacks, now, those are another matter. I think you may have a good idea with those.

For example, if BAB is +13, the player could divide that into up to 3 attacks... +5/+5/+3... or +8/+5, or some such.


I can't quote Blade MacRonan's post because it just quotes his quote of me, for some reason, but here's my answer ....

I'm not sure what 'phishing' is, so I can't really tell you whether I am! =)

As for what I'm trying to say, it's that the high level swinginess might be partly because the fixed modifiers are so high.

At low level, let's say you have a +5 to attack. When you roll a d20, the results can vary a LOT. Your +5 changes the d20 roll, but it's not changing it drastically. You have a better chance to hit/succeed, but not a certainty.

At high levels, let's say you stack bonuses until you get a +40 bonus to attack. Relative to that, an added roll of 1-20 has become a small modifier. You're pretty much sure to automatically hit, or automatically miss.

That's the problem with the high-level saving throws, for example. The 'good saves' are almost certain to succeed against certain save DCs, while 'bad saves' are almost certain to fail against the same save DCs. Thus, you end up with a party where certain effects are nearly certain to automatically fail against some PCs, while nearly automatically succeeding against others.

Similarly, main attacks at +20 and iterative attacks at +5, mean that the +20 may well never miss against a certain target, while the +5 can never hit the same target.

In other words, the huge fixed modifiers of high levels are reducing randomness a lot at the moment. Which is bad for the system's functioning at high levels.

My idea was to lower high-level bonuses so that there will be more randomness. It wasn't highly detailed at this point -- I was more just throwing it out as a starting point for further thought.


toyrobots wrote:
Off topic, C_B, didn't you leave these boards, never to return?

Sure, I'm a convert. I tried out 4th edition and it palled, so now I'm a partial Paizoan, or whatever the term is. Hope you don't mind if I admit I was wrong and return to the fold? ;)

(Although the high level play still gets my goat.)


Carnivorous_Bean wrote:
I agree. I also think that my solution was too extreme, but I threw it out in an effort to shake things up and get people thinking outside the box a bit when they go to fix high level play.

Don't sell yourself short, Mr. Bean. I've recognized and worked with the issue myself.

What Fourth Edition shows us is that to keep the d20 meaningful, the X in d20+X has to scale just as quickly as the target number. Their solution is to have all attack bonuses and defenses scale at the same rate: +1/2 lvls. It might not be an acceptable solution to us (we're all on the Pathfinder boards and not the Fourth Edition boards for a reason), but it's something to consider when we look for our own solution.

I've become of the opinion that the issue is not the X in d20+X getting bigger, as the target numbers can be scaled, but it's how that X becomes much more spread out between two PCs (or monsters) in high-level play. For example, a Fighter's attack might be d20+5 at 1st, while the Rogue's may be d20+4 at 1st. Not a very large spread. But at 16th, that Fighter's attack might be d20+45, while the Rogue's is at d20+30. Much more spread out.

Following the example, at 1st level, the number needed on a d20 to hit an enemy only has a one-point difference. The Fighter needs a 12 to hit AC 17, while the Rogue needs a 13. But at 16th, the number needed on that d20 has a fifteen-point difference. Where the Rogue needs a 17 to hit AC 47, the Fighter needs a 2.

So, how does a DM present a monster whose AC is a challenge to one of the PCs but not either a pushover or unhittable to the other? If the monster's AC is hittable by our Rogue, our Fighter can roll 2s. If the AC is a challenge to our Fighter, requiring, say, more than 10 to hit it, his Rogue friend is looking for 20s.

Notice the problem isn't the value of X in d20+X, it's the spread of the values of X and the system being unable to accomodate all values of X.

The same issue applies to skill DCs, like, for example, Stealth. Let's say a Cleric's Stealth modifier is -3 while a Rogue's Stealth modifier is +52. If the party tries to sneak around, either the Rogue will auto-succeed or the Cleric will auto-fail.

So how does one fix the issue? Fourth Edition's solution is to reduce the spread of values of X by having X scale much more equally across all PCs and monsters. It goes so far as to equalize everyone's BAB, base saves, and skill ranks. But that's not what we want, is it?

-Matt


Carnivorous_Bean wrote:
toyrobots wrote:
Off topic, C_B, didn't you leave these boards, never to return?

Sure, I'm a convert. I tried out 4th edition and it palled, so now I'm a partial Paizoan, or whatever the term is. Hope you don't mind if I admit I was wrong and return to the fold? ;)

(Although the high level play still gets my goat.)

Hey, no harm no foul.

Just argue extra-hard now in favor both games co-existing, and all is forgiven! Welcome back!

Silver Crusade

As has been stated many times on many threads...nothing has been finalized yet. Things that are in the Beta are not set in stone. Changes could occur at any moment and at any time before the final release date for the Pathfinder RPG.

And as far as the backwards compatibility issue is concerned, the system presented is backward compatible. Truly. Just as 3.5 is with 3.0; just as 3.0 is compatible with 2nd Edition and 2nd is compatible with 1st Edition. It may not seem like it on paper, but it is where it matters the most: in the spirit of the game. Whether they're called non-weapon proficiencies or skills, the intent is the same. Whether it is called BAB or THAC0 the intent is the same. The intent being that the game is a physical simulation of our imaginations laid out for the world to see. Games can be as complex we want them to be. It shouldn't have to be about how complex (or simple) we can make it, it should be all about how much fun we can have while playing it.

Bottom line, they're fixing some of the problems, but at the same time they can't fix all of the problems. Why is that you ask? Well, that would imply that they are going for the 'perfect' game. There is no such thing, as any game made by humans is going to be inherently flawed in someway because humans as a species are not perfect. Somewhere out there, some one is going to pick up their copy of Pathfinder RPG and find that they disagree with how Paizo did this aspect of it or that aspect of it. Those that do usually house rule and move on. Those that don't...well, those that don't find their way here and voice their concerns. Not a bad thing mind you, but it is a cause for a lot the errata, splatbooks, and supplements that are being put out. It's a circular thing. Or is that cyclical? I can never remember, as sheep such as myself who are just happy to be playing the game, don't seem to matter in the scheme of things. Its the squeaky wheels of the gaming set that always dictate how things should be.

Sorry that last part was excessively bitter on my part, but I'm one tired and jaded gamer. I want to be able to play my game without having to worry that the people I give my money to won't pull the rug out from under me...as has been done before. To that end, I'm placing my faith in Paizo. So far, that faith has been justified.

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