
Unicore |

The 4-degree system relies on the idea that you are going to fight things that are lower level than you.
Just like in P1.
This is part of why it always seems off to me when theory crafters talk about fighting monsters on your level one-on-one in examples. Not that it will never happen, but it seems like, past level 1, the vast majority of enemies you fight over a career are going to be levels below you, giving you a lot more opportunities to feel awesome with the +level bonus, and then letting the occasional on level Boss really feel like a challenge.

Vic Ferrari |
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+1 vs +0.5: 4e does +0.5 per level, can't copy 4e!
+0.5 vs +1: 4e math comes out to +1 per level, can't copy 4e!
Vic Ferrari wrote:How do you adjust monsters?Igor Horvat wrote:Yeah, I omit +1/2 level, and use the Inherent Bonus rule from the DMG 2 for 4th Ed, much better experience.Ronnam wrote:+1/2 per level to everything was already tried, in 4th editionAnd 90% of people that played it confirmed that +0 per level in 4E instead of +1/2 per level is superior.
They adjust themselves, as you still use the monster building guidelines (numbers), just omit 1/2 level.

Vic Ferrari |
Ediwir wrote:This is part of why it always seems off to me when theory crafters talk about fighting monsters on your level one-on-one in examples.
The 4-degree system relies on the idea that you are going to fight things that are lower level than you.
Just like in P1.
What seems off to me is dismissing those that actually understand the underlying maths (treadmill garbage that has been tried numerous times in the past, and failed, miserably) of the game, because they don't think +Level is the bee's knees. Not theory crafting, just crafting, running numbers and scenarios. One might ought to try it, before one blindly rails against those that do not like what one likes (especially when those likes seem emotionally based).

Unicore |

Unicore wrote:What seems off to me is dismissing those that actually understand the underlying maths (treadmill garbage that has been tried numerous times in the past, and failed, miserably) of the game, because they don't think +Level is the bee's knees. Not theory crafting, just crafting, running numbers and scenarios. One might ought to try it, before one blindly rails against those that do not like what one likes (especially when those likes seem emotionally based).Ediwir wrote:This is part of why it always seems off to me when theory crafters talk about fighting monsters on your level one-on-one in examples.
The 4-degree system relies on the idea that you are going to fight things that are lower level than you.
Just like in P1.
Vic, My argument was against a +.5 level bonus, because that makes for really awkward math as far as level balance, and monster power level. I would much rather have no level bonus to proficiencies than .5 level bonus because the game doesn't progress well in fractional values. That is a huge part of what fell apart for 3.x in its level design, especially when paired with its open-ended multi-classing.

Vic Ferrari |
Vic Ferrari wrote:Vic, My argument was against a +.5 level bonus, because that makes for really awkward math as far as level balance, and monster power level. I would much rather have no level bonus to proficiencies than .5 level bonus because the game doesn't progress well in fractional values. That is a huge part of what fell apart for 3.x in its level design, especially when paired with its open-ended multi-classing.Unicore wrote:What seems off to me is dismissing those that actually understand the underlying maths (treadmill garbage that has been tried numerous times in the past, and failed, miserably) of the game, because they don't think +Level is the bee's knees. Not theory crafting, just crafting, running numbers and scenarios. One might ought to try it, before one blindly rails against those that do not like what one likes (especially when those likes seem emotionally based).Ediwir wrote:This is part of why it always seems off to me when theory crafters talk about fighting monsters on your level one-on-one in examples.
The 4-degree system relies on the idea that you are going to fight things that are lower level than you.
Just like in P1.
Okay, right on; I agree, I would prefer +0, but +1/2 level works out fine in PF2, as does +0, +1/4, or +2 x Level. I really like that PF2 is that amenable to tweaking, in that regard.

Mathmuse |

Unicore wrote:What seems off to me is dismissing those that actually understand the underlying maths (treadmill garbage that has been tried numerous times in the past, and failed, miserably) of the game, because they don't think +Level is the bee's knees. Not theory crafting, just crafting, running numbers and scenarios. One might ought to try it, before one blindly rails against those that do not like what one likes (especially when those likes seem emotionally based).Ediwir wrote:This is part of why it always seems off to me when theory crafters talk about fighting monsters on your level one-on-one in examples.
The 4-degree system relies on the idea that you are going to fight things that are lower level than you.
Just like in P1.
Yes, though the reason to fight creatures lower level than the party is more the +1/level system than the 4-degrees-of-success system. The 4-degrees system increases the impact of a +1, but the +1 is the key.
The greater the improvement in combat and skills per level, the easier fighting lower-level creatures becomes and the harder fighting higher-level creatures becomes.
And I won't like running a campaign for a party of murderhoboing bullies who beat up only creatures weaker than them. Fortunately, my players don't want to play murderhoboing bullies, either. The party typically fights one creature 2 or 3 levels above them. Sometimes they fight crowds of creatures 1 or 2 levels below them, but they will often make attempts to intimidate living creatures (undead are fair game). Or they fight a mix, one high-level boss with several low-level cannon-fodder minions. While the +1/level system reduces the minions to mere speed bumps, those speed bumps give the boss time to deliver a lot of hurt to the party.

Vic Ferrari |
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Vic Ferrari wrote:Yes, though the reason to fight creatures lower level than the party is more the +1/level system than the 4-degrees-of-success system. The 4-degrees system increases the impact of a +1, but the +1 is the key.Unicore wrote:What seems off to me is dismissing those that actually understand the underlying maths (treadmill garbage that has been tried numerous times in the past, and failed, miserably) of the game, because they don't think +Level is the bee's knees. Not theory crafting, just crafting, running numbers and scenarios. One might ought to try it, before one blindly rails against those that do not like what one likes (especially when those likes seem emotionally based).Ediwir wrote:This is part of why it always seems off to me when theory crafters talk about fighting monsters on your level one-on-one in examples.
The 4-degree system relies on the idea that you are going to fight things that are lower level than you.
Just like in P1.
Yeah, and the 4-tiers of success system really leverages the +Level deal, I wonder which came first (chicken or egg question).

GwynHawk |

Here's an absolutely insane idea: Keep +1/Level, reduce max level to 10. Double the Hit Points you'd get from levelling up (Sorcerer would be 12 + twice your CON, for example). At 1st level, get your 1st and 2nd level Class Features. 2nd Level gives you your 3rd and 4th level Class Features, and so on. Feat and Magic Item level requirements are halved, rounded up. Double the XP needed to level up. You keep +1/Level and none of the powers or abilities need to change at all.

GwynHawk |

GwynHawk wrote:Here's an absolutely insane idea: Keep +1/Level, reduce max level to 10.The 13th Age way, and 10th-level Fighters deal 10d8 with a longsword, no thanks.
Nope, I am not advocating 10d8 longsword damage, not in the slightest. The ONLY change I'm presenting here is (effectively) halving level bonus to ability checks. Every single other mechanic in the game works exactly the same.

SuperSheep |

d20 isn't a simulationist system and wanting it to be just ends poorly. There are plenty of better system that handle skill diversity better. E.g. GURPS has vastly more granular skills and so your Running skill doesn't interact with your Climbing skill doesn't interact with your Swimming skill does interact with your SCUBA skill.
One thing that it also introduces is familiarity penalties. That's something that would allow your +20 Athletics, desert-dwelling fighter to still not be able to swim without going back to granular skills.
There seems to be a disconnect between your skill proficiency, which is your potential, and your skill training, which is your expertise.
Untrained skills let you do things that you would have had a reasonable chance to succeed at just existing in the world. There are exceptions like the famous Swimming desert dweller (though tearing down the system because of edge cases isn't smart game design).
Stealing and hiding objects from others is something that children learn from a young age. I have no formal training in thieving, but if I tried I could probably pocket an unattended object even with other people in the room.
d20 has a lot of inelegant systems. Dexterity, strength, will, and intelligence are all components of success at feats of skill and strength. Wisdom and intelligence aren't really separate concepts in real life. Knowing things can't really be separated out into "book" knowledge vs. "common" knowledge regardless of our love of all things folksy. Athleticism in one arena doesn't prepare you for another. Usain Bolt, Michael Phelps, and Karen Chen could not compete in each other's competitions.
Pathfinder can go one of two ways. It can go a GURPS route where everything is based on a huge number of skills where being good in one thing doesn't really help you that much in another. Or it can try and create a simplified experience with lots of interesting powers with the understanding that sometimes a combined skill will mean you can do something that doesn't make sense. Given Pathfinder's legacy, the latter seems preferable.

Vic Ferrari |
Vic Ferrari wrote:Nope, I am not advocating 10d8 longsword damage, not in the slightest. The ONLY change I'm presenting here is (effectively) halving level bonus to ability checks. Every single other mechanic in the game works exactly the same.GwynHawk wrote:Here's an absolutely insane idea: Keep +1/Level, reduce max level to 10.The 13th Age way, and 10th-level Fighters deal 10d8 with a longsword, no thanks.
I know, it's okay, I was just saying that 13th Age is a +Level, goes to 10th level game, they also increase weapon damage by class level, which would actually be good for PF2 (but toned down, something like +1 per 4 levels), so you do not have to rely on magic weapons to keep up (damage-wise).
So, are you advocating that ability checks are +1/2 Level, but everything else remains +Level?

Vic Ferrari |
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d20 has a lot of inelegant systems. Dexterity, strength, will, and intelligence are all components of success at feats of skill and strength. Wisdom and intelligence aren't really separate concepts in real life. Knowing things can't really be separated out into "book" knowledge vs. "common" knowledge regardless of our love of all things folksy.
I have never seen it that way, I do not see Int and WIs as book vs. common knowledge. Wisdom is more like natural perception, emotionally mature, contemplative, pragmatic, whereas Int is IQ and such, totally different qualities (parts of the brain). Like Yoda may suck at maths, and engineering, etc (he seems to have problems with grammar), but he is wise in the ways of things beyond maths (emotional, spiritual, etc).
My wife does not play D&D, but once in awhile a concept interests her, and I explain it, like the ability scores and alignment, so she said as a D&D character, she would be of average Int (she wishes she was more "booksmart" like her mother and sister), but maybe above average Wis (she can read people, well, very pragmatic), and most likely Chaotic Good, ha, silly, I know, but she definitely saw/felt the difference between Int and Wis.
GwynHawk |
1 person marked this as a favorite. |

GwynHawk wrote:Vic Ferrari wrote:Nope, I am not advocating 10d8 longsword damage, not in the slightest. The ONLY change I'm presenting here is (effectively) halving level bonus to ability checks. Every single other mechanic in the game works exactly the same.GwynHawk wrote:Here's an absolutely insane idea: Keep +1/Level, reduce max level to 10.The 13th Age way, and 10th-level Fighters deal 10d8 with a longsword, no thanks.I know, it's okay, I was just saying that 13th Age is a +Level, goes to 10th level game, they also increase weapon damage by class level, which would actually be good for PF2 (but toned down, something like +1 per 4 levels), so you do not have to rely on magic weapons to keep up (damage-wise).
I don't know enough about balancing damage scaling in PF 2.0 to postulate on that.
So, are you advocating that ability checks are +1/2 Level, but everything else remains +Level?
Kind of? I'll explain again in case it wasn't clear.
1) Characters add their full Level to ability checks.
2) Level ranges from 1 to 10 instead of 1 to 20.
3) At Level 1, characters gain access to all the Class Features they'd currently receive at 1st and 2nd level. At Level 2, they get the 3rd and 4th level features. At Level 3, the 5th and 6th level features, and so on.
4) The Level requirements of Feats and Magic Items and so on are halved, rounded up. For example, an Invisibility Potion is currently a Level 3 Item, with this change it would be a Level 2 item.
5) Class features that depend on your Level now depend on twice your Level, and ones that depend on half your level now depend on your full level. For example, base Resonance is now CHA + twice your Level. Expanded Resonance for the Alchemist is now a 5th level Class Features that grants additional Resonance equal to your Level for use with Alchemy.
6) Skill DCs by Level and Difficulty remain roughly the same. A Level 10 character, the highest level in this model, would have the following Skill DCs (from page 337): Trivial 19, Low 24, High 27, Devere 29, and Extreme 32. You could possibly raise these by 1 since by level 10 you're expected to be Legendary in a few Skills.
7) Characters gain twice as many Hit Points per Level; for example, a Sorcerer would have 12 + twice their CON + their Ancestry bonus Hit Points at first level. At 2nd level it would be 24 + four times their CON + their Ancestry bonus.
Essentially, this crazy fix would keep all of the spells, feats, and class features the same, but it would 'effectively' cut Level bonus in half. This change also creates the fun situation where spellcasters get 2nd level spells at 2nd level, and 3rd level spells at 3rd level, and so on. For me, that's a lot easier for a novice to remember.
This does create the situation where characters get a LOT of feats at every level, since you're doubling up class feature gain per level. Honestly, my solution would be to boost the power of feats and reduce the number of feats you get, but that's neither here nor there.

Vic Ferrari |
Vic Ferrari wrote:I don't know enough about balancing damage scaling in PF 2.0 to postulate on that.GwynHawk wrote:Vic Ferrari wrote:Nope, I am not advocating 10d8 longsword damage, not in the slightest. The ONLY change I'm presenting here is (effectively) halving level bonus to ability checks. Every single other mechanic in the game works exactly the same.GwynHawk wrote:Here's an absolutely insane idea: Keep +1/Level, reduce max level to 10.The 13th Age way, and 10th-level Fighters deal 10d8 with a longsword, no thanks.I know, it's okay, I was just saying that 13th Age is a +Level, goes to 10th level game, they also increase weapon damage by class level, which would actually be good for PF2 (but toned down, something like +1 per 4 levels), so you do not have to rely on magic weapons to keep up (damage-wise).
Well, you need something like this for damage scaling, in PF2.
Level:
3-4: +1 weapon damage dice (+1 weapon)
5-8: +2 weapon damage dice (+2 weapon)
9-12: +3 weapon damage dice (+3 weapon)
13-16: +4 weapon damage dice (+4 weapon)
17-20: +5 weapon damage dice (+5 weapon)
Very easy to bake that into Trained proficiency, and character level.
Same for saving throws and AC.

Vic Ferrari |
Vic Ferrari wrote:So, are you advocating that ability checks are +1/2 Level, but everything else remains +Level?Kind of? I'll explain again in case it wasn't clear.
1) Characters add their full Level to ability checks.
2) Level ranges from 1 to 10 instead of 1 to 20.
3) At Level 1, characters gain access to all the Class Features they'd currently receive at 1st and 2nd level. At Level 2, they get the 3rd and 4th level features. At Level 3, the 5th and 6th level features, and so on.
4) The Level requirements of Feats and Magic Items and so on are halved, rounded up. For example, an Invisibility Potion is currently a Level 3 Item, with this change it would be a Level 2 item.
5) Class features that depend on your Level now depend on twice your Level, and ones that depend on half your level now depend on your full level. For example, base Resonance is now CHA + twice your Level. Expanded Resonance for the Alchemist is now a 5th level Class Features that grants additional Resonance equal to your Level for use with Alchemy.
6) Skill DCs by Level and Difficulty remain roughly the same. A Level 10 character,...
Right on, cool, sounds like another interesting way to go, have you tried it out yet, run comparisons, scenarios?

GwynHawk |

Right on, cool, sounds like another interesting way to go, have you tried it out yet, run comparisons, scenarios?
I just came up with it last night when I posted. I haven't had the time to test it yet, and my group has been having trouble getting together for the last month. You're welcome to try it out with your group, I'd love to hear what the players thought and how your session went.

Vic Ferrari |
Vic Ferrari wrote:Right on, cool, sounds like another interesting way to go, have you tried it out yet, run comparisons, scenarios?I just came up with it last night when I posted. I haven't had the time to test it yet, and my group has been having trouble getting together for the last month. You're welcome to try it out with your group, I'd love to hear what the players thought and how your session went.
Might do some conversions, the PCs will be Chunky style. A dense, fat, scaling, could be fun, lower level characters will have more options.

Matthew Downie |

Dunno but Modern PF1 nowadays assumes the weakest enemy you'll fight is CR = APL for the trivial encounters. Parties don't start sweating til like APL+3. Yeah, it's power creeped, but that's how it plays nowadays, and why 2E feels so jarring in this respect.
Fighting an enemy of CR lower than your level in PF1 is a total waste of time and likely no PC will take even 1 damage.
Fighting 'an' enemy of lower CR is ridiculously easy, but that doesn't mean they can't work in larger numbers.
Last time I ran an adventure path, the game expected you to fight CR 10 minions right up until you were level 15. (But no, they weren't much of a challenge, since they couldn't hit any PC who had kept their Armor Class up.)

Zman0 |
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Ediwir wrote:This is part of why it always seems off to me when theory crafters talk about fighting monsters on your level one-on-one in examples. Not that it will never happen, but it seems like, past level 1, the vast majority of enemies you fight over a career are going to be levels below you, giving you a lot more opportunities to feel awesome with the +level bonus, and then letting the occasional on level Boss really feel like a challenge.
The 4-degree system relies on the idea that you are going to fight things that are lower level than you.
Just like in P1.
The "occasional on level boss really feel like a challenge"? An on level creature is a low threat boss, its equivalent 1v1 or a PC. Even with a good number of minions that boss won't feel like a challenge. Now, a boss at level +2 with some level -2-4 mooks will.
Anyway, about the +/-10 Crit/Fail system really leveraging the level scaling. It is true for the party perspective when looking below you, roughly for every level below you you'll see ~1.5 lower AC. So, facing an enemy that is 2 levels lower than you you can expect their AC to be ~3 lower than on level. For 4 levels lower you expect AC 6 lower. When you pull out level scaling that is about .5/level lower instead of 1.5 lower. The inverse it true going up levels.
Stock P2 or Unbound results in a +5% to 30% chance of critting against acceptable enemies, ie levels 1-4 lower. Characters rarely ever crit on iterative attacks on anything but a 20, even against enemies 3-4 levels lower so it doesn't affect this much. Against higher level enemies characters are pretty much relegated to critting only on a 20 for enemies 1-4 levels higher, though fighters can get another level or two out of that.
Bound is a bit different, you end up with +/- 6 level range for acceptable enemies. The change in critical percentages roughly equates to Unbound values up to two levels lower though quite a bit more granular. The inverse it true, giving the party a crit advantage against enemies a couple levels higher.
It isn't that the +/-10 Crit/Fail system does not funciton bound, it does. Though the frequency is lower and a greater importance is put on situational modifiers ie Frightened and Flatfooted as they have a more meaningful impact on increasing crit percentage relatively speaking. The inverse it true, their is an increased importance of being granted circumstnace bonuses to AC ie cover or shields as they have an outsized impact on reducing crits.
IMO, this is a feature, and not a bug of running the game Bound.

Mathmuse |

Vic Ferrari wrote:So, are you advocating that ability checks are +1/2 Level, but everything else remains +Level?Kind of? I'll explain again in case it wasn't clear.
1) Characters add their full Level to ability checks.
2) Level ranges from 1 to 10 instead of 1 to 20.
3) At Level 1, characters gain access to all the Class Features they'd currently receive at 1st and 2nd level. At Level 2, they get the 3rd and 4th level features. At Level 3, the 5th and 6th level features, and so on.
....
In summary, GwynHawk's proposal to avoid the significantly game-altering difference between even levels and odd levels that +0.5/level would create is to play only the even levels. For simplicity, we would call those levels by half their usual level number.
That makes sense, but I prefer less drastic level-ups.

Vic Ferrari |
Stock P2 or Unbound results in a +5% to 30% chance of critting against acceptable enemies, ie levels 1-4 lower. Characters rarely ever crit on iterative attacks on anything but a 20, even against enemies 3-4 levels lower so it doesn't affect this much. Against higher level enemies characters are pretty much relegated to critting only on a 20 for enemies 1-4 levels higher, though fighters can get another level or two out of that.
I'm on the same page as you, but remember, you still need to exceed the normal AC by 10, to crit, so at some point you need a 20 just to hit, not a crit.

GwynHawk |
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In summary, GwynHawk's proposal to avoid the significantly game-altering difference between even levels and odd levels that +0.5/level would create is to play only the even levels. For simplicity, we would call those levels by half their usual level number.
That makes sense, but I prefer less drastic level-ups.
Pretty much. I'm also not a huge fan of drastic level-ups so I share your concerns. If Feats and Ability Boosts were more evenly distributed you could let people pick up individual class features and feats with XP until they got all of them, at which point their Level would go up. Something really roughly like:
Advancement: For every 250 XP you gain, pick one of the following. You can't pick the same thing twice. When you reach 1,000 XP, pick the last option and raise your Level by 1.
1) Skill feat and Skill Increase
2) General feat
3) Class Feat OR Improved Spellcasting
4) Class Feat
When you reach 2nd, 4th, 7th, and 9th level you also gain an Ancestry Feat.
When you reach 3rd, 5th, 8th, and 10th level you also gain an Ability Boost.
Again that's not a perfect model but it's a way you could piece out individual bonuses a bit slower.

Mekkis |
I haven't actually analysed the expected or required about of damage in PF2; I am not really in support of any static per-level system for anything.
Vic Ferrari, any chance you can enable PMs on your profile so I can have some discussions about this with you without the appearance of a personal attack in a public forum?

Vic Ferrari |
Vic Ferrari, any chance you can enable PMs on your profile so I can have some discussions about this with you without the appearance of a personal attack in a public forum?
If what you would post would give the appearance of a personal attack (charming), why would I want to receive a PM that gives that appearance?