Level bonus, explain why we need it


General Discussion

401 to 433 of 433 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

2 people marked this as a favorite.

Ostog the Untenured says it's fine.


2 people marked this as a favorite.
The Rot Grub wrote:

I do not have an issue with having a uniform bonus progression of +X/level (as I describe way upthread), but I have yet to be convinced that it is better than +0.5/level.

Someone correct me if I'm wrong, but the only reason I see why the design team would not want to shift to +0.5 level is because they've decided to assumption from D&D 3.x that the power level of a creature is to double with every increase of 2 levels, and they've worked out the math so that +1/level is a base assumption in this exponential increase.

Personally, I would rather see this increase in power come from more interesting and powerful abilities than from an increase in sheer numbers. I think of the XCOM series of computer games, where your soldiers level up mainly through getting new perks (a.k.a. feats) that unlock entirely new abilities consistent with your theme, such as the Sharpshooter being able to fire their pistol against everyone in sight, or the Ranger being able to retreat after killing something with their sword. Perhaps part of the reason why the feats in PF2 come off as a little "meh" is because of this +1/level increase?

Just some food for thought...

I have discussed this at The Mind-Boggling Math of Exponential Leveling. I calculated the effect of the +1 per level to attack rolls and AC. It gives about a 36% improvement in combat if strikes require a 10 or better to hit before the +1 increase. The exponential increase of doubling every two levels means each level-up gives a 41.4% improvement.

36% is an enormous portion of the 41.4%. That means that class features and feats can provide only a 5.4% improvement or the growth will be overpowered. This forces weak feats.

A problem with +0.5 per level rather than +1 per level is that rounding converts that +0.5 per level into +0 at odd levels and +1 at even levels, making even and odd level-ups act very differently from each other. We need a mechanism where half the +1s occur at the even levels and the other half of the +1s occur at the odd levels.


Mathmuse wrote:
That means that class features and feats can provide only a 5.4% improvement or the growth will be overpowered. This forces weak feats.

Well, it discourages feats that give boosts to AC, attack rolls or damage per hit. But feats could instead be about giving greater flexibility to handle more kinds of situation; Spring Attack, Blind-Fighting, that kind of thing.


2 people marked this as a favorite.
Vic Ferrari wrote:
Matthew Downie wrote:
Marelt Ekiran wrote:
Personally, I think there should totally be level 20 commoners. There should be people who have never seen a day in combat and yet have a skill beyond the reach of any but the most epic of PCs, because its what they are talented in and what they spend their entire life honing, as opposed to dredging old ruins. And if the best painter in the world came face-to-face with a level 20 demon, she should totally be killed in seconds, because that's not what she spent her life preparing for.
I'd argue that this would be better represented by having the world's best painter be a level 1 NPC with a special +30 bonus to Painting skill. Level 20 has always meant huge increases to HP and combat accuracy and saving throws.
Me too, nothing wrong with an NPC with 3 hit points being way better in X skill than a 20th-level PC. The inflation of HD/BAB/Saves, etc, in order to achieve good skills checks for an NPC is one of the things I detest about 3rd Ed/PF1.

Well, yes, I agree. And that's why we should take this opportunity to fix it. Hence my earlier suggestion that the untrained proficiency bonus should just be zero. Now you can create a level 20 commoner with an amazing skill in painting and no combat abilities (as they would have no proficiencies in weapons, armor or saves). I admit that HP remain the odd one out, but a very low HP progression for the commoner class should mostly brush over that issue.

If you just start arbitrarily giving bonuses or feats to people to let them do amazing things, then the PCs will, not unjustified, start asking why they can't have such abilities. Having everyone follow the same rules is, in my opinion, essential in keeping a game world coherent.


Matthew Downie wrote:
Mathmuse wrote:
That means that class features and feats can provide only a 5.4% improvement or the growth will be overpowered. This forces weak feats.
Well, it discourages feats that give boosts to AC, attack rolls or damage per hit. But feats could instead be about giving greater flexibility to handle more kinds of situation; Spring Attack, Blind-Fighting, that kind of thing.

Yes, and that was the general idea of my post: adding more flexibility and options. Which of course is MUCH harder to balance and fit into the presumption of double power every 2 levels.


Marelt Ekiran wrote:
Vic Ferrari wrote:
Matthew Downie wrote:
Marelt Ekiran wrote:
Personally, I think there should totally be level 20 commoners. There should be people who have never seen a day in combat and yet have a skill beyond the reach of any but the most epic of PCs, because its what they are talented in and what they spend their entire life honing, as opposed to dredging old ruins. And if the best painter in the world came face-to-face with a level 20 demon, she should totally be killed in seconds, because that's not what she spent her life preparing for.
I'd argue that this would be better represented by having the world's best painter be a level 1 NPC with a special +30 bonus to Painting skill. Level 20 has always meant huge increases to HP and combat accuracy and saving throws.
Me too, nothing wrong with an NPC with 3 hit points being way better in X skill than a 20th-level PC. The inflation of HD/BAB/Saves, etc, in order to achieve good skills checks for an NPC is one of the things I detest about 3rd Ed/PF1.

Well, yes, I agree. And that's why we should take this opportunity to fix it. Hence my earlier suggestion that the untrained proficiency bonus should just be zero. Now you can create a level 20 commoner with an amazing skill in painting and no combat abilities (as they would have no proficiencies in weapons, armor or saves). I admit that HP remain the odd one out, but a very low HP progression for the commoner class should mostly brush over that issue.

If you just start arbitrarily giving bonuses or feats to people to let them do amazing things, then the PCs will, not unjustified, start asking why they can't have such abilities. Having everyone follow the same rules is, in my opinion, essential in keeping a game world coherent.

Or just don't stat out random people as if they're combat encounters.

As I said above, there appear to be no NPC classes in PF2e. They don't have to follow adventuring character rules.


2 people marked this as a favorite.
Unicore wrote:
For perform, an untrained character shouldn't be allowed to play any musical instrument, especially not a complex one that requires years of training to make music and not noise (like the bagpipes/ as opposed to drumming a very simple beat because you understand the concept of rhythm from years of forced marches). The PF2 system attempts to teach the GM that to tell her player that tries that they might have heard some melody once on one of their adventures and have it stuck in their head. They might be able to hum it or sing it pretty well, well enough for it to be recognizable to a listener, but they can't compose a full composition from it or play some instrument they don't know how to play.

The problem is that you are describing a fictional version of the playtest rules, and not the version we actually have.

And to dig a bit deeper, taking up a your solution, namely to gate most skilled activities behind proficiencies, would mean that the numerical skill value would be meaningless except in select cases where the comical consequences already outlined apply again.


1 person marked this as a favorite.

Hey everyone! It's your friendly neighborhood Ogre/Giant scenario tester!

I ran the same Fighter, Rogue, Cleric, and Wizard against 4 Hill Giants in a similar scenario I did earlier Post 368.

Here are the results:

Lvl 3 with Level Bonus vs 4 Hill Giants (No Wild Swing):

How long did the combat last: 4 rounds
Who won the combat: The Hill Giants
How many times did the PCs drop: 8
How often did the Party hit the Giants: 28.57%
How often did the Party crit the Giants: 0%
How many of the Party's hits were crits: 0%
How much damage did the Party do per hit: 7.00
How often did the Giants hit the Party: 77.27%
How often did the Giants crit the Party: 13.64%
How many of the Giants hits were crits: 17.65%
How much damage did the Giants do per hit: 21.59

Lvl 3 with NO Level Bonus vs 4 Hill Giants (No Wild Swing):

How long did the combat last: 2 rounds
Who won the combat: The Hill Giants
How many times did the PCs drop: 4
How often did the Party hit the Giants: 40%
How often did the Party crit the Giants: 20%
How many of the Party's hits were crits: 50%
How much damage did the Party do per hit: 15.50
How often did the Giants hit the Party: 81.82%
How often did the Giants crit the Party: 18.18%
How many of the Giants hits were crits: 22.22%
How much damage did the Giants do per hit: 24.78

Lvl 7 with or without Level Bonus vs 4 Hill Giants:

How long did the combat last: 11 rounds
Who won the combat: The PCs
How many times did the PCs drop: 4
How often did the Party hit the Giants: 66.67%
How often did the Party crit the Giants: 6.06%
How many of the Party's hits were crits: 9.09%
How much damage did the Party do per hit: 16.41
How often did the Giants hit the Party: 43.48%
How often did the Giants crit the Party: 6.52%
How many of the Giants hits were crits: 15%
How much damage did the Giants do per hit: 26.65

As you can see, the 3rd level PCs all died very quickly. But the non-LB PCs actually died quicker. In addition, the non-LB hit and crit more often and did more damage overall. So, technically, the non-LB PCs actually performed better against the Giants, but ended up getting hit and crit more often due to a little more luck on the Giants end to reduce the combat to 2 rounds.

The 7th level PCs hit a lot more often than the 3rd level and did more damage. In turn, the Giants hit half as much against the 3rd level PCs, but because of the nature of 7th level PCs, the combat was quite challenging on both ends. It was considered a severe encounter for 7th levels.

Then to make it more even for the 3rd level characters, I did it vs 1 Hill Giant:

Lvl 3 with Level Bonus vs 1 Hill Giant:

How long did the combat last: 8 rounds
Who won the combat: The Hill Giant
How many times did the PCs drop: 6
How often did the Party hit the Giants: 40%
How often did the Party crit the Giants: 15%
How many of the Party's hits were crits: 37.5%
How much damage did the Party do per hit: 12.13
How often did the Giants hit the Party: 50%
How often did the Giants crit the Party: 0%
How many of the Giants hits were crits: 0%
How much damage did the Giants do per hit: 36.88

Lvl 3 with NO Level Bonus vs 1 Hill Giant:

How long did the combat last: 6 rounds
Who won the combat: The PCs
How many times did the PCs drop: 4
How often did the Party hit the Giants: 55%
How often did the Party crit the Giants: 0%
How many of the Party's hits were crits: 0%
How much damage did the Party do per hit: 10.36
How often did the Giants hit the Party: 70%
How often did the Giants crit the Party: 0%
How many of the Giants hits were crits: 0%
How much damage did the Giants do per hit: 32.86

Lvl 7 with or without Level Bonus vs 1 Hill Giants:

How long did the combat last: 2 rounds
Who won the combat: The PCs
How many times did the PCs drop: 0
How often did the Party hit the Giants: 88.89%
How often did the Party crit the Giants: 33.33%
How many of the Party's hits were crits: 37.5%
How much damage did the Party do per hit: 17.25
How often did the Giants hit the Party: 25%
How often did the Giants crit the Party: 0%
How many of the Giants hits were crits: 0%
How much damage did the Giants do per hit: 46.00

This was a challenge for the 3rd level PCs. The LB PCs ended up losing and the non-LB PCs ended up winning. The numbers are a bit swingy for the Level 3 PCs, but you can see they and the Giants performed fairly similarly, just that the PCs lost on LB and won on non-LB. But the 7th level PCs absolutely crushed the Giant. It was no contest since they got to use their 4th level spells.

CONCLUSION: With the Giants and the Ogres fighting a groups of level bound and non-level bound PCs at 3rd and 7th level, I found that the non-LB PCs performed better against higher level creatures or the Monsters performed better against higher level non-LB PCs. Which was really what I expected. But I also noticed that the outcome of the combats didn't change all that much. You'd expect a 7th level monster would be a bad challenge for 3rd level PCs, and 4 3rd level monsters would be no challenge for 4 7th level PCs. And the results reflected that.


Pathfinder Adventure Path Subscriber
Wulfhelm II. wrote:


The problem is that you are describing a fictional version of the playtest rules, and not the version we actually have.

And to dig a bit deeper, taking up a your solution, namely to gate most skilled activities behind proficiencies, would mean that the numerical skill value would be meaningless except in select cases where the comical consequences already outlined apply again.

I understand that the perform rules currently would allow an untrained performance on a musical instrument, I think that should change, and even if they don't it is very easy to house rule, so that doesn't bother me.

The numerical value of a untrained skill should be meaningless in situations where a check cannot be made. I see that as a feature. Most situations where these "comical consequences" show up are when the rest of the rules are not followed, or they are hypothetical situations that don't happen outside of theory crafting, or they are real issues that need to be addressed by appropriate proficiency and feat gating, not tossing the whole system out.

Without a +level bonus to proficiency, the level 20 Bard is not going to be able to hit numbers that awe level 1 commoners in a performance very well either, at least not reliably without the assurance feat, (which is its own discussion head/ache, but can't exist as is without the +level bonus either). The D20 swings really widely, you pretty much have to either have a very wide spread of possible bonuses to compensate, or have gates on specific levels of challenges. With the +/-10 critical system, those wide swings of bonuses become incredibly problematic and have been reigned in in PF to only existing between level discrepancy.

I would much rather level be the determining factor of competency than attributes or items. I get the desire to see proficiency as training, but level is also a part of training in RPGs because so much of what characters actually do in their daily lives is not played out by the players on the gaming table. It is really tough to represent that in a fashion where the player gets to full control over what skills get bonuses and not end up facing the monster of massive discrepancies between equal level characters on vital attributes.


Unicore wrote:


I understand that the perform rules currently would allow an untrained performance on a musical instrument, I think that should change, and even if they don't it is very easy to house rule, so that doesn't bother me.

The numerical value of a untrained skill should be meaningless in situations where a check cannot be made. I see that as a feature. Most situations where these "comical consequences" show up are when the rest of the rules are not followed, or they are hypothetical situations that don't happen outside of theory crafting, or they are real issues that need to be addressed by appropriate proficiency and feat gating, not tossing the whole system out.

Without a +level bonus to proficiency, the level 20 Bard is not going to be able to hit numbers that awe level 1 commoners in a performance very well either, at least not reliably without the assurance feat, (which is its own discussion head/ache, but can't exist as is without the +level bonus either). The D20 swings really widely, you pretty much have to either have a very wide spread of possible bonuses to compensate, or have gates on specific levels of challenges. With the +/-10 critical system, those wide swings of bonuses become incredibly problematic and have been reigned in in PF to only existing between level discrepancy.

I would much rather level be the determining factor of competency than attributes or items. I get the desire to see proficiency as training, but level is also a part of training in RPGs because so much of what characters actually do in their daily lives is not played out by the players on the gaming table. It is really tough to represent that in a fashion where the player gets to full control over what skills get bonuses and not end up facing the monster of massive discrepancies between equal level characters on vital attributes.

1. Level in PF1 already determined your maximum rank in a skill and the number of skill points you had... so its not like this is the only way to incorporate level. Level has always been a factor.

2. Level requirements could be the gating mechanism that makes level stay relevant to Proficiency, even if the numerical bonuses were eschewed.

3. If the massive discrepancy in bonuses due to choice means that there are vital statistics that must be tied to level, then why not tie ONLY those statistics to permanently scale with level? Maybe every class gets Perception, but only trained characters get Perform or Lore?

I still don't understand why everything needs to scale in lockstep regardless of character choice, and I certainly don't get how this makes the game better. It might be simpler on the character sheet, but it raises the complexity of actually arbitrating the system in practice.


1 person marked this as a favorite.

I'm not sure this Thread is going anywhere anymore. People are on both sides of the issue fairly equally.

My somewhat final thoughts (subject to no longer being final): There was a problem with PF1 that people would add ranks to skills and if they didn't go max ranks in a particular skill (like Perception or Stealth), they wouldn't be able to compete against the high CR creatures they went up against. This was the same for BAB and Saves, but not really controllable by player choice other than Class. Factor in magic items that gave flat bonuses to AC, Attack, Saves, et al and it became even crazier.

So the Devs decided that this needed to be addressed. They couldn't have high level play be so erratic that the class with a weak save would die from any monster. The numbers were just all over the place because player choice had too many pitfalls that could make the game too challenging at high level.

When looking at PF2, they decided to make bonuses swing up to a maximum range of -2 to +10 from proficiencies and items. This allowed for a much more predictable game from level 1 to 20. This meant that they could design monsters at any level that could account for the range of proficiencies and be challenging but not overpowering for all types of characters.

Trouble is IMO, they also decided that Level Bonus should applied to all d20 rolls as part of proficiency. I believe the intention was to make players always "feel" like their character was getting better every level. If you look at comparing to PF1: it meant that a character got a rank in every skill every level, got a full BAB every level, got +1 bonus to AC, +1 to every Save, and +1 to every spell Save DC.

In order to be able to apply this successfully, they needed to make sure that the Monsters and Challenges would fit the same mold. So if a lvl 7 character needed to pick a lock or hit a hill giant, the lock and hill giant challenges (aka target DCs) would need to be in a range that could be reached by the character.

But the Level Bonus is completely unnecessary and only contributes to a style of play that essentially makes lower level challenges worthless, no matter how much is thrown at the character. This even applies to challenges that are considered static, like climbing ropes or swimming or identifying a noble. Now the higher level character treats those challenges as pebbles on a gravel road, no longer necessary to pay attention to.

Without Level Bonus is a different style of play that ensures that all challenges must still be overcome no matter what level a character is. According to my playtest results of Ogres vs PCs and Hill Giants vs PCs (earlier in the thread), the play and results doesn't change all that much when pitting high level PCs vs Ogres or low level PCs vs Hill Giants. The only thing that really changes is that low level monsters and PCs hit more often without Level Bonus than with and more resources have to be spent to succeed at the encounter. The results are typically similar with or without Level Bonus: PCs win or Monsters win.

So whether you want one play style or another, the results don't change because of normal factors from leveling (more hp, more damage, more magic items, more proficiency, more spells, better spells, better magic items). To say that it fits a narrative to keep Level Bonus is not aligning my opinion, I think it cuts off more narratives than it preserves.

So I implore the Devs, don't cut off my narratives because you want challenges to only be relevant + or - 3 levels. From my playtest, the challenges outside that range are still relevant against the PCs but it doesn't slow them down (or outright kill them if it's a higher challenge).


1 person marked this as a favorite.
SqueezeBox wrote:
both sides of the issue

There are at least three sides here:

"+1/level is fine."

versus

"+1/level is fine for certain things, but high-level characters shouldn't be good at everything automatically."

versus

"+1/level is meaningless number inflation. We should have bounded numbers."


Pathfinder Adventure Path Subscriber

So I started to form this idea in a different thread, but in thinking about it more clearly and in relationship to the issues raised by adding level to proficiency, I think that I have a solution that really gets to the heart of two issues.

A lot of skill challenges in PF2 are quite challenging. Having High DCs in comparison to average numbers does work to make non-optimized characters struggle to succeed, but with the math so tight, it also is making optimized characters succeed less than people want. I hear a lot of folks complaining about the +level to proficiency because it means that high level Heroes just have too great a chance of succeeding at things. Here is the solution:

Master proficiency in a skill automatically lets you roll 2 dice for the check and choose the highest. Legendary proficiency does the same but with 3 dice.

Assurance is too boring of a feat, with too low of numbers to be fun critical failure mitigation. This approach would make master proficiency in a skill the real cut off point of being better than those who dabble, because it would drastically reduce the odds of critical failures.

DCs can stay high because dedicated characters will have increased chances of success without needing bonuses that stretch the math further for everyone else.

For saves, I think their existing system of giving success range shifts is good enough to not need this for saves.

Something else would be better for attacks as well because critical failures on attacks only matter when someone has a special ability and this would be too penalizing to them. Honestly, I think class feats that do much better things on a miss than Furious focus will probably be enough to mitigate the "sameness" of attack rolls.

This doesn't "solve" the issue for people who only dislike the +level to proficiency for number inflation, but honestly the numbers don't seem any more inflated than they were in PF1 and as long as being master/legendary proficiency can make "same-ish" bonuses work very differently, I think that all this silliness about high level untrained characters being able to do things they shouldn't would die down because Master and Legendary characters will experience critical success far more often and critical failure much, much less without changing the numbers or the general math of the system at all.


1 person marked this as a favorite.
Unicore wrote:

So I started to form this idea in a different thread, but in thinking about it more clearly and in relationship to the issues raised by adding level to proficiency, I think that I have a solution that really gets to the heart of two issues.

A lot of skill challenges in PF2 are quite challenging. Having High DCs in comparison to average numbers does work to make non-optimized characters struggle to succeed, but with the math so tight, it also is making optimized characters succeed less than people want. I hear a lot of folks complaining about the +level to proficiency because it means that high level Heroes just have too great a chance of succeeding at things. Here is the solution:

Master proficiency in a skill automatically lets you roll 2 dice for the check and choose the highest. Legendary proficiency does the same but with 3 dice.

Assurance is too boring of a feat, with too low of numbers to be fun critical failure mitigation. This approach would make master proficiency in a skill the real cut off point of being better than those who dabble, because it would drastically reduce the odds of critical failures.

DCs can stay high because dedicated characters will have increased chances of success without needing bonuses that stretch the math further for everyone else.

For saves, I think their existing system of giving success range shifts is good enough to not need this for saves.

Something else would be better for attacks as well because critical failures on attacks only matter when someone has a special ability and this would be too penalizing to them. Honestly, I think class feats that do much better things on a miss than Furious focus will probably be enough to mitigate the "sameness" of attack rolls.

This doesn't "solve" the issue for people who only dislike the +level to proficiency for number inflation, but honestly the numbers don't seem any more inflated than they were in PF1 and as long as being master/legendary proficiency can make "same-ish" bonuses work very differently, I...

The skill DC issue has nothing to do with adding level to prof and if they re-released the playtest today it'd be better. The underlying problem has to do with an error that caused some DCs to be a little higher, and a fundamental problem with the assumptions surrounding skill items. Its the reason Monster Perception is off and Monster skills are off. The DCs for Low and High difficult will be coming down, and Monster will be more in line. The real question is how will they change skill items and will it solve the underlying issue.

I'm pretty confident the devs are on this one and when they release the final version we'll see something like an completely unoptimized PC will succeed vs Trivial ~50%, a poorly optimized character will succeed vs Low ~50% of the time. A Moderately optimized character will succeed vs High ~50% of the time. And an optimized character will succeed vs Severe ~50% of the time and against Extreme ~30% of the time. These ratios should hold roughly constant throughout the levels and player choices about optimization will push them one way or the other, but the everyone but fully optimized is left behind should be changing.

The backend math is indeed quite tight, and there were some pervasive errors and worse some outdated tables that got used. The devs know about it, know why its happening, and are working on it. I've got some faith they'll get it sorted out.

Your proposed solution would be a major reworking of all the backend math and I don't think that's a direction they want to go. Though, having played a lot of 5e I am partial to the advantage mechanic.

Assurance does need lots of work. If they let you roll first then choose to take assurance itd be a lot better.

Without +lvl we can use static DCs that always mean something and don't arbitrarily grow... but thats none of my business. ;)


Unicore wrote:
I understand that the perform rules currently would allow an untrained performance on a musical instrument, I think that should change, and even if they don't it is very easy to house rule, so that doesn't bother me.

It is really not very productive when for every single example, you say "oh, you could change that". Because there are such examples for nearly all skills.

To take the kind of activity you would allow for the Perform skill ungated:
Quote:
They might be able to hum it or sing it pretty well, well enough for it to be recognizable to a listener, but they can't compose a full composition from it or play some instrument they don't know how to play.

What exactly would be the difference between someone who performs this activity with a -1 bonus and someone with a +14 bonus (due to level) and why is it necessary to make this distinction?

Quote:
Without a +level bonus to proficiency, the level 20 Bard is not going to be able to hit numbers that awe level 1 commoners in a performance very well either, at least not reliably without the assurance feat,

That is an entirely different problem of the rules, amplified by the lack of a proper "take 10" rule or a similar rule which sensibly(!) improves upon the "take 10" concept.


I think that Pathfinder 2.0 is trying to achieve the following design goals, when compared to 1.0:
1) They want higher level characters to be tangibly more powerful than lower level characters, and in a way other than scaling hit points and damage.
2) They want character to be capable of attempting skill checks even if they haven't invested the maximum number of skill points/training into that skill.
3) They want to reward characters for investing in certain skills or proficiencies.

Unfortunately, the current Add Level to Everything system causes a lot of problems along the way:
1) Monsters more than 5 levels above or below the PCs can't really be used in a fight. They either never hit the characters, or are going to hit them almost every time. The range of enemies you can reasonably fight is very small because of this, and essentially forces the GM to scale up monsters' levels if they want to keep telling adventures involving those enemies.
2) and 3) meanwhile are working at odds with each other. Assume that an average challenge is a 50% chance of success for your standard adventurer. A character with a +3 over their friend only has a 65% chance of success, barely any better. It's hard to find a point where challenges are both possible for the average party member and the specialist. Indeed, a lot of the math in Pathfinder 2.0 is geared so that the Specialist is the only one with a good shot at succeeding, which I can only assume is an oversight by the devs.

A solution I like would be similar to the following: characters don't add their level to ability checks. Attributes and Skills still rise. Instead of -2/0/1/2/3, Skills add -2/0/2/4/6 based on training. When characters face a challenge 3 or more lower than their Level, they roll twice and take the higher result. When they face something 3 or more higher than their level, they roll twice and take the lower result. You can justify this by saying that their expertise against lesser challenges gives them a consistent edge against their foes. Likewise, while facing a more dire threat the party is 'out of their depth' and more prone to mistakes.

Rolling twice and taking the higher/lower is about equivalent to a +/-4 modifier, but without changing the absolute maximum and minimum results you can get. This means that lower-tier monsters can still be a threat, and higher grade ones are terrifying, but neither side is ever put into a situation where they MUST roll a natural 20 or fail spectacularly.


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I'm still trying to catch up with all the comments in this thread, but I haven't seen the problem with the classic BAB system this way:

The +1/level, +varying/level, +0/level are all linear functions. The only way not to have a huge differentiation between 20th level characters is if the slope is the same for all the functions.

+1/level, +0.5/level, +0/level all have the same slope. If you vary the slopes of the linear functions based on who you are, you're going to end up with huge separations by the end as soon as level (L) is large.

If you were to use varying slopes in one area you would have to have to add additional functions that worked in the inverse to balance it out.

E.g. if the wizard was +0.5/level and the fighter was +1/level, then the wizard would need access to ~+0.5/level in additional bonuses that were unavailable to the fighter. While this kind of balance could be worked out initially it would be incredibly difficult to maintain.

1e never solved this problem which is why it can only tolerate the ~10 difference (5 from level, 5 from other factors) that basically gave the fighter ~75% chance to hit and the wizard about a 25% chance to hit.

But as L increases, the math dictates that the difference between the two resulting numbers will eventually increase past the size of the die.

So, two solutions while keeping varying functions. Limit L to something like 10 (where that is the max level). Or add exclusive bonuses for smaller slopes (e.g. 0.5, but not 1). Otherwise the problem isn't solvable literally because math.


SuperSheep wrote:

I'm still trying to catch up with all the comments in this thread, but I haven't seen the problem with the classic BAB system this way:

The +1/level, +varying/level, +0/level are all linear functions. The only way not to have a huge differentiation between 20th level characters is if the slope is the same for all the functions.

+1/level, +0.5/level, +0/level all have the same slope. If you vary the slopes of the linear functions based on who you are, you're going to end up with huge separations by the end as soon as level (L) is large.

If you were to use varying slopes in one area you would have to have to add additional functions that worked in the inverse to balance it out.

E.g. if the wizard was +0.5/level and the fighter was +1/level, then the wizard would need access to ~+0.5/level in additional bonuses that were unavailable to the fighter. While this kind of balance could be worked out initially it would be incredibly difficult to maintain.

1e never solved this problem which is why it can only tolerate the ~10 difference (5 from level, 5 from other factors) that basically gave the fighter ~75% chance to hit and the wizard about a 25% chance to hit.

But as L increases, the math dictates that the difference between the two resulting numbers will eventually increase past the size of the die.

So, two solutions while keeping varying functions. Limit L to something like 10 (where that is the max level). Or add exclusive bonuses for smaller slopes (e.g. 0.5, but not 1). Otherwise the problem isn't solvable literally because math.

Well, the solution for that particular problem in 3.x was that no one really cared if the wizard could hit nearly as well as the fighter. Wizard's got better things to do.

It was far more of a problem for saves, even though they didn't vary as much. And a problem for some, but not all skills.

I kind of suspect the real problem here may lie in trying to use the same approach across all mechanics, even though they've got different goals.


GwynHawk wrote:

I think that Pathfinder 2.0 is trying to achieve the following design goals, when compared to 1.0:

1) They want higher level characters to be tangibly more powerful than lower level characters, and in a way other than scaling hit points and damage.
2) They want character to be capable of attempting skill checks even if they haven't invested the maximum number of skill points/training into that skill.
3) They want to reward characters for investing in certain skills or proficiencies.

Unfortunately, the current Add Level to Everything system causes a lot of problems along the way:
1) Monsters more than 5 levels above or below the PCs can't really be used in a fight. They either never hit the characters, or are going to hit them almost every time. The range of enemies you can reasonably fight is very small because of this, and essentially forces the GM to scale up monsters' levels if they want to keep telling adventures involving those enemies.

Sounds like you want something more like 5th edition. Enemies more than 5 levels away weren't really a feature of PF1. You could use hordes of CR-5 in theory, but it was very rare in practice - they still didn't really scale properly.

CR+5 enemies might be beatable, but only due to optimization and action economy.


thejeff wrote:
SuperSheep wrote:

I'm still trying to catch up with all the comments in this thread, but I haven't seen the problem with the classic BAB system this way:

The +1/level, +varying/level, +0/level are all linear functions. The only way not to have a huge differentiation between 20th level characters is if the slope is the same for all the functions.

+1/level, +0.5/level, +0/level all have the same slope. If you vary the slopes of the linear functions based on who you are, you're going to end up with huge separations by the end as soon as level (L) is large.

If you were to use varying slopes in one area you would have to have to add additional functions that worked in the inverse to balance it out.

E.g. if the wizard was +0.5/level and the fighter was +1/level, then the wizard would need access to ~+0.5/level in additional bonuses that were unavailable to the fighter. While this kind of balance could be worked out initially it would be incredibly difficult to maintain.

1e never solved this problem which is why it can only tolerate the ~10 difference (5 from level, 5 from other factors) that basically gave the fighter ~75% chance to hit and the wizard about a 25% chance to hit.

But as L increases, the math dictates that the difference between the two resulting numbers will eventually increase past the size of the die.

So, two solutions while keeping varying functions. Limit L to something like 10 (where that is the max level). Or add exclusive bonuses for smaller slopes (e.g. 0.5, but not 1). Otherwise the problem isn't solvable literally because math.

Well, the solution for that particular problem in 3.x was that no one really cared if the wizard could hit nearly as well as the fighter. Wizard's got better things to do.

It was far more of a problem for saves, even though they didn't vary as much. And a problem for some, but not all skills.

Yeah, in 3rd Ed/PF1, I house-rule spell DCs = 10 + 1/2 Hit Dice + ability score modifier.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

It seems like people are upset that monsters level up at the same rate PCs do. Is there a desire that combats just get easier and easier as you gain levels? That at level 20, combats are just a cakewalk? Otherwise I can't understand why its a problem that monsters get better at the same rate.


SuperSheep wrote:
It seems like people are upset that monsters level up at the same rate PCs do. Is there a desire that combats just get easier and easier as you gain levels? That at level 20, combats are just a cakewalk? Otherwise I can't understand why its a problem that monsters get better at the same rate.

Not the case, any monster +/- more than the PCs level by 5 or so is not really viable, as monster threat ranges are very tight in this iteration (I detest that "oh, well, can't use X anymore...").


1 person marked this as a favorite.
Vic Ferrari wrote:
SuperSheep wrote:
It seems like people are upset that monsters level up at the same rate PCs do. Is there a desire that combats just get easier and easier as you gain levels? That at level 20, combats are just a cakewalk? Otherwise I can't understand why its a problem that monsters get better at the same rate.
Not the case, any monster +/- more than the PCs level by 5 or so is not really viable, as monster threat ranges are very tight in this iteration (I detest that "oh, well, can't use X anymore...").

Hasn't that always been the case?

APL+5 is way beyond an Epic encounter by the guidelines. Theoretically you could use large numbers of APL-5 critters, but in practice it rarely works well. Because whatever the theory the big numbers did tend to scale with level or better in PF1. Not everyone's BAB, but the characters who are swinging at you. AC may scale with gold more than with level, but since gold scales with level it's close to the same thing.


thejeff wrote:
Vic Ferrari wrote:
SuperSheep wrote:
It seems like people are upset that monsters level up at the same rate PCs do. Is there a desire that combats just get easier and easier as you gain levels? That at level 20, combats are just a cakewalk? Otherwise I can't understand why its a problem that monsters get better at the same rate.
Not the case, any monster +/- more than the PCs level by 5 or so is not really viable, as monster threat ranges are very tight in this iteration (I detest that "oh, well, can't use X anymore...").
Hasn't that always been the case?

To some extent, especially in 3rd Ed/PF1, and something I have never been a fan of, I thought they could address that with this version.


1 person marked this as a favorite.

Yeah I have to echo the peole saying that CR +/- 5 has never been a feature of Pathfinder. CR 1s are a cakewalk for APL 6 parties and CR 11s are a crazy challenge.

Pathfinder gets away from this 'narrow range' by having a tonne of monsters in bestiaries for a lot of CRs.


GwynHawk wrote:

Unfortunately, the current Add Level to Everything system causes a lot of problems along the way:

1) Monsters more than 5 levels above or below the PCs can't really be used in a fight. They either never hit the characters, or are going to hit them almost every time. The range of enemies you can reasonably fight is very small because of this, and essentially forces the GM to scale up monsters' levels if they want to keep telling adventures involving those enemies.

In Pathfinder 1st Edition, a monster 4 levels above (CR = APL + 4, where CR = level if the hostile NPCs have PC wealth in gear) is equal in power to the party, so they have only a 50-50 chance of victory. Thus, we seldom see a monster 5 levels above unless the PCs have significant outside help.

For 5 levels below, six of the monsters working together should be a challenge at the same level as the party. Double that to 12 monsters and they ought to be a hard challenge. For monsters 6 levels below, use 16 instead. However, the mechanisms used to balance the power levels break down over several levels, so in PF1 this is inaccurate and in PF2 this is wildly inaccurate.

Nevertheless, sometimes I do want to throw 16 enemies at the party and have it a fair fight. I also want to be able to use a boss who provides half the challenge in a battle with 8 low-level minions who provide the other half.


2 people marked this as a favorite.
thejeff wrote:
Vic Ferrari wrote:
SuperSheep wrote:
It seems like people are upset that monsters level up at the same rate PCs do. Is there a desire that combats just get easier and easier as you gain levels? That at level 20, combats are just a cakewalk? Otherwise I can't understand why its a problem that monsters get better at the same rate.
Not the case, any monster +/- more than the PCs level by 5 or so is not really viable, as monster threat ranges are very tight in this iteration (I detest that "oh, well, can't use X anymore...").

Hasn't that always been the case?

APL+5 is way beyond an Epic encounter by the guidelines. Theoretically you could use large numbers of APL-5 critters, but in practice it rarely works well. Because whatever the theory the big numbers did tend to scale with level or better in PF1. Not everyone's BAB, but the characters who are swinging at you. AC may scale with gold more than with level, but since gold scales with level it's close to the same thing.

For my taste, this is very much a case where two of the common complaints about 1E not only cancel out, they work together to create a great experience,

The complaint that the gap between character is too large does not exist in the same space as the complaint that monsters must stick to a tight range.

In my current L13 game there is a big range of character ACs and skills. This is very cool and creates great games with a lot of teamwork and everyone has times when they can shine.

It IS true that the tanks/warriors are not at all afraid of orcs/gnolls/ogres, even in relatively large numbers. But the sorcerer knows that they can still squish him, so he tends to burn spells even though they are, in theory, "negligible". The bard also is worried about being overwhelmed. By the same token, big monsters that can put up a fight against the party warriors are truly scary to the non-warriors. The sorcerer has plenty of spells to manage the situation. But has to be cautious all the same. The bard is buffing and being tactfully safe.

I've yet to have a session in which every player didn't feel like they really were in the world with both their strengths and their weaknesses, and they had times to shine brightly and also time to celebrate that they overcame really scary problems.

The 2E approach would rob everyone at the table of these more complex encounters, the opportunities to shine much brighter than others, and the glory of overcoming really scary stuff.


SuperSheep wrote:

I'm still trying to catch up with all the comments in this thread, but I haven't seen the problem with the classic BAB system this way:

The +1/level, +varying/level, +0/level are all linear functions. The only way not to have a huge differentiation between 20th level characters is if the slope is the same for all the functions.

+1/level, +0.5/level, +0/level all have the same slope. If you vary the slopes of the linear functions based on who you are, you're going to end up with huge separations by the end as soon as level (L) is large.

If you were to use varying slopes in one area you would have to have to add additional functions that worked in the inverse to balance it out.

E.g. if the wizard was +0.5/level and the fighter was +1/level, then the wizard would need access to ~+0.5/level in additional bonuses that were unavailable to the fighter. While this kind of balance could be worked out initially it would be incredibly difficult to maintain.

1e never solved this problem which is why it can only tolerate the ~10 difference (5 from level, 5 from other factors) that basically gave the fighter ~75% chance to hit and the wizard about a 25% chance to hit.

I reached the same conclusion with my own mathematical analysis. For example, Pathfinder 1st Edition has the differing slope problem in saving throws. A weak will save can be temporarily compensated for via a high Wisdom score and the Iron Will feat, but in the long run, the +0.33 slope on weak saves drops too low compared to the +0.5 slope on the good saves and the DC for the saving throws. For example, at 12th level, (0.33)(12) = 4 and (0.5)(12) = 6, so the initial difference of 2 between weak and good saves expands to a difference of 4. At 18th level, that difference is 5.

Fortunately, I noticed that Pathfinder 2nd Edition provides a mechanism that I can adapt to correct it: proficiency ranks.

SuperSheep wrote:

But as L increases, the math dictates that the difference between the two resulting numbers will eventually increase past the size of the die.

So, two solutions while keeping varying functions. Limit L to something like 10 (where that is the max level). Or add exclusive bonuses for smaller slopes (e.g. 0.5, but not 1). Otherwise the problem isn't solvable literally because math.

L is already limited to 20. Hence, for the difference between value to increase past the size of 1d20, the difference between slopes must be 1 or greater. In Pathfinder 1st Edition, a maxed-out skill increases at slope 1, and miscellaneous bonuses such as ability scores, class skill bonus, Skill Focus feat, and item bonuses push the difference far beyond what is created by slope.

My thought is that skill increases can replace class skill bonuses and Skill Focus feats in Pathfinder 2nd Edition. If we give untrained skills +0.33/level minus 1, trained skills +0.4/level, expert skills +0.6/level, master skills +0.8/level, and legendary skills +1/level, then the maximum difference between slopes would be 0.67. At level 20, untrained would give a +5 proficiency and legendary would give +20 proficiency, a difference of only 15. That could still exceed the size of a d20 if ability score bonus was +0 for the untrained character and +5 for the legendary character, but that is rare enough that we could allow it as an extreme case.


SuperSheep wrote:
It seems like people are upset that monsters level up at the same rate PCs do. Is there a desire that combats just get easier and easier as you gain levels? That at level 20, combats are just a cakewalk? Otherwise I can't understand why its a problem that monsters get better at the same rate.

Monsters are supposed to level up at the same rate as player characters. That lets us GMs select level-appropriate challenges.

Sadly, the rate of increase in power with levels is not constant. Ever notice how fragile 1st-level characters feel against level-appropriate challenges, but players can relax more when their characters reach 2nd level? That is because the power increase between 1st and 2nd level is bigger than it ought to be. That makes 1st level feel unusually weak.

Pathfinder 2nd Edition is still a little buggy and the power increase between levels is not constant, so sometimes the party will get stronger than they should, for example, with the first +1 weapons, and sometimes the monsters will get stronger than they should.


BryonD wrote:

I've yet to have a session in which every player didn't feel like they really were in the world with both their strengths and their weaknesses, and they had times to shine brightly and also time to celebrate that they overcame really scary problems.

The 2E approach would rob everyone at the table of these more complex encounters, the opportunities to shine much brighter than others, and the glory of overcoming really scary stuff.

Unfortunately it seems that PF2E is being written with PFS play in mind, and the type of disparity you enjoy in your game can be difficult to cram into a 4 hour session between players who are all total strangers.

I'm not saying it's right, or fun, but it's just how things appear to be headed.


1 person marked this as a favorite.
Moro wrote:
BryonD wrote:

I've yet to have a session in which every player didn't feel like they really were in the world with both their strengths and their weaknesses, and they had times to shine brightly and also time to celebrate that they overcame really scary problems.

The 2E approach would rob everyone at the table of these more complex encounters, the opportunities to shine much brighter than others, and the glory of overcoming really scary stuff.

Unfortunately it seems that PF2E is being written with PFS play in mind, and the type of disparity you enjoy in your game can be difficult to cram into a 4 hour session between players who are all total strangers.

I'm not saying it's right, or fun, but it's just how things appear to be headed.

Maybe that is it.

My theory is that 1E is a victim of its own success. Nobody claims that it is without flaws. But I think the things that made it so a huge hit didn't get praised nearly as often as the sticking points got griped about. So now that 1E has lived a full life and is long in the tooth (and it is), the gripes are over recognized. The design is overcompensating.

Look at 4E. There are a LOT of differences between 4E and PF2E. I'm not claiming they are the same. But on this specific issue the difference between +0.5 / level and +1 / level is meaningless. Both were effectively the exact same math fudge factor response after years of hearing complaints about a few issues in an otherwise home run of a system. It is really history repeating itself.


Mathmuse wrote:
Sadly, the rate of increase in power with levels is not constant. Ever notice how fragile 1st-level characters feel against level-appropriate challenges, but players can relax more when their characters reach 2nd level? That is because the power increase between 1st and 2nd level is bigger than it ought to be. That makes 1st level feel unusually weak.

Yes, as my buddy used to say about 1st-level characters, back it the AD&D days: "A game throws a carrot at you; you die."

There have been several ways this has been addressed over the years, 1st Ed Ranger has double Hit Dice at 1st level, Dave Arneson recommended starting your characters with 4 Hit Dice in Basic, Star Wars Saga Edition starts 1st-level characters with triple max hit points at 1st level (30, 24, or 18 + Con mod), 4th Ed you starts you with 4, 5, 6, or 7 + Con score, and now PF2 gives an Ancestry bonus, maybe they need to beef that up a bit, or go another way to beef up starting hit points?


2 people marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Mathmuse wrote:

My thought is that skill increases can replace class skill bonuses and Skill Focus feats in Pathfinder 2nd Edition. If we give untrained skills +0.33/level minus 1, trained skills +0.4/level, expert skills +0.6/level, master skills +0.8/level, and legendary skills +1/level, then the maximum difference between slopes would be 0.67. At level 20, untrained would give a +5 proficiency and legendary would give +20 proficiency, a difference of only 15.

My friend and I have been discussing this exact approach. We created two different characters no investment (NI) and full investment (FI).

The issue is that between items, feats, ability bonuses you already have up to a +/-10 difference. Adding an additional +15 on top of that breaks the ability to have DC bands.

Looking at table 10-2, they've broken down DCs by difficulty class for each given level, with tasks ranging between Trivial (-2) and Extreme (+2) with High (0) in the middle. The High DC seems to be the baseline for the purposes of most checks (e.g. Lingering Performance, Downtime checks).

So taking into account the various bands, a design goal could be stated that the NI character should have a 50% chance to completely the Trivial task and a 0% chance to complete the Extreme task. Likewise the FI character should have a 100% chance to complete the Trivial task and a 50% chance to complete the Extreme task. The exact percentages can be tweaked, but I'm using them as an example.

If that's the case than we know that the total range of bonuses between two characters cannot exceed 20 (or what is available on the probability die). That's not just proficiency, but all reasonable stackable bonuses.

Now the system could argue that NI isn't a valid strategy and that some investment is required always. In that case you have a Minimum Viable Investment (MVI) which takes the place of NI for calculations. Though if that's the case you limit the viable choices for characters.

Looking at table 10-2, it seems like the approach they've taken is mapping NI/FI. Looking at level 20, the Trivial task is DC 29, while the extreme task is DC 47. The Trivial task maps exactly at 1*L which implies that no investment is presumed. And the level 20 NI character would have about a 50% chance of success, and additionally no chance of making the Extreme DC. In fact, it turns out they would be capped at Low-High.

The FI character on the other hand should have between a +30 (+7 ability, +23 proficiency) and a +37 (+7 ability, +23 proficiency, +7 in various bonuses). That gives them a 50% chance to succeed at an Extreme task and a 0% chance to fail the Trivial-Low tasks.

This gives the GM the ability to set DCs that cover the various storytelling needs and allows them to create challenges that only the FI character can succeed or create challenges that everyone can succeed while giving the FI character a guarantee, allowing the story to move forward smoothly.

Currently the difference between the NI and FI characters caps out at about 17-18, which is what the die can tolerate and still give us a range of options. If the total difference was, say, 27, then the GM would have a lot fewer options as Trivial would be the only task possible for the NI character and FI characters wouldn't even be challenged by a Severe DC.

One possibility is dropping the rate of proficiency increase, though that introduces its own problems. That said, it's a trade-off. Ultimately any adjustment to proficiency bonuses is going to have to take into account that the total distance between the NI character and the FI character cannot exceed the die itself (even if it already does in table 10-2 at high levels).

1 to 50 of 433 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Pathfinder Playtest General Discussion / Level bonus, explain why we need it All Messageboards

Want to post a reply? Sign in.