alansmithee wrote:I don't see how 8 for 4 wouldn't be worse than 6 for 3. Crazy zerker goes +8 phys atk, while diverse goes +2 phys atk/def and magic atk/def. This still means that zerker is +6 net vs. diverse
When you split things into attack and defense, you also have to force players to split their points similarly, prevent people from putting more than half their points in one pile. Crazy berserker has a magic attack and physical attack of +4, and is +2 to-hit diverse boy (and diverse boy is +2 to-hit him, for a zero-net sum). The closest to a broken strategy you can have is to max out your physical attack and split the rest of your points between physical defense and magical defense - diversify your defense and specialize your attack. This strategy does very well against straight diversity, max berserking, max magic and max defense (all of whom it has a relative +2 bonus to attacks compared to their attack bonus against him), its only weakness is the "all physical" character (4 points in both attack and defense for magic), against whom it is down 2 points.
So yes, if you plit things into attack and defense, there come into existence set-ups which beat more set-ups than they lose to. But of course, "all physical" is a fairly common and logical set-up, and the bulge isn't very large in any case.
alansmithee wrote:I find it very difficult that there could be enough different combat maneuvers to make having more than 2 for each type relevant, mainly a area effect and a single target effect.
At the very minimum, there can be an area attack and a single target attack for point blank, short range, and long range. The guy with far shot it going to ownzor the guy with submission hold at long range, and vice versa at short range. But it can become arbitrarily more complicated than that.
For example, you could have manuvers which made you more defended, but dish out less damage (which would be comparatively a better deal against lower level opposition, as the less numbers they hit you on, the bigger a deal being hit on less numbers is), there could be manuvers that entangle opponents, there can be manuvers which bust through entanglements and still get an attack of some kind off. The number of manuvers you want to make is dependent entirely upon how many you want to write - there's no actual limit save how much you want to keep track of.
Every manuver you put in should be outright disadvantageous to use against at least one other kind of manuver, thereby causing the people who have more manuvers to be at an advantage (for example: ghosts can have a group of attacks which are
incorporeal, which makes there attack kind of suck, but makes them invulnerable - unless someone else has a ghost-touch attack, at which point the ghost is accepting a worse attack ability for no defensive benefit).
RC wrote:It's only non-linear if you have diminishign returns otherwise saves are as linear as anything else.
No. When I save on an 11+, I make my save half the time, when I save on a 6+, I save three quarters of the time. If it takes a couple of failed saves to go down, having a +5
makes me last twice as long. Got that? I get double the resilience from a static bonus. That's what exponential
is.
Because you are comparing the results of the die roll, the benefits of each bonus are not the same - each bonus is bigger than the one before it. Damage is linear - 5 points more is just the same as five points more, and it doesn't matter how you look at it. But saves are not - each bonus does not mean the same as each previous bonus. If it takes a +3 bonus to make a character as much tougher as you want them, making them that much tougher again probably only takes a +1 or +2 bonus. Contrariwise, making someone do as much relative extra damage after you gave them a +3 bonus you have to give them more like +4 or +5.
If you saved on an 11+, getting a +3 bonus makes you last 1.4 times as long. If you saved on an 8+, getting a +2 bonus makes you last 1.4 times as long.
If you did 6 points of damage, getting a +3 bonus makes your opponents last 1/1.5 times as long. If you did 9 points of damage, a 4 or 5 point bonus is required for the same relative reduction in enemy lifespan.
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And that's the difference. Getting constant bonuses on opposed d20 rolls makes you exponentially more bad ass. Getting you constant bonuses on hit points and damage dice makes you asymptotically more bad ass.
-Username17