Friday, August 28, 2015

Escalating Hit Points and Damage

D&D 5 made an effort to reduce the range of to-hit modifiers in the game, from +20 at maximum level down to a +6. Now, this can be affected by other modifiers such as ability scores and magic items, but the range is down from D&D 3 and Pathfinder era modifiers that are in the +30 range down to a more reasonable and d20 range friendly +10-ish level, or about half-ish.

"Bounded accuracy" is why, the design team wanted to get the modifiers to dice rolls under control and back within a meaningful amount. Some players feel the difference between low and high level characters is too tight and it creates a feeling that to-hit progression has been taken out of the game, with level only really contributing a 4 point difference between level 1 and level 20.

It does eliminate a key difference between low and high-level characters. Players like to feel empowered, and they like the feeling their epic ranger can deal death left and right at will, hitting impossible shots. But, the whiff factor feels pretty static throughout the game. Yes, this does create the 'will I hit?' tension, but some feel that expertise and skill of higher-level characters has been reduced drastically.

This is a math discussion, so I forgive you if your eyes glaze over. But it does setup discussion for today's subject, escalating hit points and damage.

Damage Output at Level X

Now, hit points and damage output? Unchanged in the scheme of things, and D&D remains a game about the high-level haves and the low-level have-nots. Yes, a low-level character can hit and damage a high-level character, but it doesn't matter because of hit-points. The next turn, the high-level character can sneeze and obliterate the low-level character in one blow, so being able to hit matters less. Only in the game-breaking tactic of massed attacks do low-level character have a chance, and this applies to everyone in the game.

While the designers have addressed the die-roll ranges, not much was done about the ever-escalating power curve of hit points and damage output. In a sense, the only difference between high and low level characters is damage output, and that has been the design ever since D&D 3 came out. In AD&D 2nd Edition, higher level characters could do more damage, but not to the videogame-like extent of D&D 3 characters and that design.

In basic D&D, if a level 20 fighter "hit" you with a longsword, it was still one attack at 1d8 damage plus ability score modifiers. He could hit auto-you all day with one attack a turn, but that damage per turn was still on a flat curve. With D&D 3, multi-attacks and a whole host of feat-based damage modifiers were introduced, which slowed up play with fistfuls of d20s being rolled for melee attacks, and damage output soared and continued to rise with almost every edition released.

But still, overall with most all editions of D&D and also Pathfinder, escalating hit points and damage output tends to turn the game into a combat simulator heavily focused on numbers. There may be some winks and nods towards non-combat skills and problem-solving, but the game lives and breaths on its combat system, and most modules focus on 'good fights' and 'balanced encounters' with a combat focus. It feels at times the D&D based games want to be videogames and MMOs with that heavy focus on combat and escalating numbers.

Who cares about problem solving when your character has 200 hit points and that dagger does a d4 damage? Do you know my damage-per-turn rating? It's awesome.

Yes, a great referee can mitigate this with varied challenges, but when we played the D&D games, we always had one player at the table who focused on character builds and combat, and this infected many other players with the optimization bug and focusing on combat rather than roleplaying and problem solving. The game is focused along these lines so it feels like you are unfairly punishing the min-maxers by putting skill and roleplaying challenges in front of them.

The Game Becomes Combat?

If you compare D&D with a flatter power curve system, such as Savage Worlds, Legend, or even GURPS you notice a couple things. Non-combat skills in those games feel equally important as combat skills. D&D has always had this feeling of a Superman syndrome at higher levels, especially the later versions past 2nd Edition AD&D. Who cares about problem solving when you have this much raw combat power?

Yes, you can make players 'lose' a mission and feel bad they didn't rescue the princess, but in a way, it really doesn't affect them.

There is a danger in making every player Superman. The game becomes about bashing bigger and bigger things, and the little things don't matter anymore. You lose a sense of scale. Combat becomes the only important challenge. A good referee can make the game be about other things, but still, the 500 hit die gorilla in the room is still combat. It's so big, the players are so powerful, and the system is tuned around making characters combat gods that the primary way of viewing a class is by its combat potential.

The first version of rogues in Pathfinder were 'skill monkeys' and 'couldn't contribute meaningfully to combat?' We got balanced and high-damage output rogues in Unchained?

Two questions:
  1. Why do non-combat skills suck?
  2. Why are we playing a tabletop MMO?
I have this feeling it is not a problem with the adventures, but the entire endless escalating hit point and damage output system of games like D&D past the basic set, and also Pathfinder.

Basic Fantasy vs. Modern Games

I use Basic Fantasy here because it is the most 3.5-like old-school game we have, and it's free so you can check it out for comparison. In my version of Basic Fantasy, an ancient red dragon with 13 hit dice has about an average of 59 hit points. In Pathfinder, it has 362 hit points. In D&D 5, it has 546 hit points. In D&D 4, it has 1,390 hit points.

What the hell, game designers?

Rolling ten to twenty times the dice for damage isn't fun, it's pointless. In Basic Fantasy, my 1d8+2 successful longsword hit to that 60 hit-point beast means something. In all the other modern fantasy games, it means very little or nothing.

The new games make up for it by putting a videogame-like power curve in place. Multi-attacks. Huge fixed bonuses. Powers that scale with level. D&D 5 tries to keep the to-hit static while scaling damage up. D&D 4 puts a 50% chance in place relative to level and scales damage. Pathfinder goes the multi-attack and fixed bonus route. It all scales with level.

Basic Fantasy is based off the old way of doing things. Your to-hit gets better as you level. You can do your damage easier. Your "damage output" increases because you are hitting more often. That's it.

Modern games put in an artificial power curve that scales both damage outputs and monster hit points based as you level. When you take that out and go back to the simple way of doing things, nothing much changes. That dragon is still dangerous. You are doing less damage, but it is meaningful damage.

It feels like the current design de-jour mantra is to go back to the original rules and make things feel like the older games. Well, there are games out there that are exactly like the way things were, and they are still different. The videogame-inspired power curve is still in place in all the modern designs.

Power Curves vs. Problem Solving

I feel the bigger issue is when the power curve becomes the game. Roleplaying problems, social challenges, and non-combat skill checks typically aren't included on the power curve. When you do put these on the curve, the result become nonsensical, like the DC 50 locked door.

I tried to run Pathfinder this way with DarkgarX. I promised him "non-combat skills will matter in this campaign" but still, he had that feeling that some module or situation was going to screw him over because he didn't make the best choices to satisfy the power curve.

With Basic Fantasy, you level how you level, your to-hit goes up, and you don't have to satisfy the demands of the artificial power curve based on your character design decisions. Your character levels up. You get a new hit die, maybe some spells, and you get a little better. That ancient red dragon still has 59 hit points, so even a 1d6+1 damage magic missile matters. It is closer to a flat system than any of the games which came afterwards.

There is still a power curve in Basic Fantasy, yes, but the original dice, in both the d20 for to-hits and polyhedral dice for damage, still matter. It is funny how a game with such a simple damage and to-hit model maintains the heroic feeling without all those extra added power curve rules. There was a simplicity and genius in the Basic D&D rules that was lost somewhere.

More importantly in Basic Fantasy, the focus is taken off combat and power escalation and put back onto problem solving. Combat still matters, but other things do too. Room descriptions. Puzzles. Figuring out how to take that chest of 500 gold pieces without a fight. Talking your way out of an encounter. Avoiding fights. Disarming traps. Stuff back at town.

Combat is not the best answer in old-school games. It is in many times, a last resort.

Sounds like real life, huh?

Find the Games You Like

It feels like the power curves designed into today's games are taken from videogames and slot machines where constant feedback, player empowerment, and 'combat as the answer' are the design goals.

Sometimes, yes, I want to play a game like that on the tabletop, and that's fine. I would rather play a videogame that does all the work for me though, such as Diablo 3, so there is that too. But if you don't realize the design decisions behind games, you play them because you feel you should, and not because they fit your preferred way of playing. This entire argument is really about education, and becoming more aware of how games are designed, and using that criteria to find games that better fit how you like to play.

If you like the power curve, great, but understanding a game and how its curve works will better let you select one you like. If you don't like the power curve, you need to know how to look for them and judge for yourself how the game works and if that fits your expectations.

If you never knew about the power curve and the design decisions behind games, that is a problem. Game designers aren't perfect, and they make silly mistakes. They also follow trends and design decisions sometimes without questioning them that lead the entire industry down a path it never realized it was following, such as chasing the power curve design model.

Realizing this and understanding game design makes you a better-informed consumer.

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