Lots of talk out there about 'bloat' - damage, body, etc. - particularly about how it changes the high level game.
So, maybe we should talk about scaling - what scales well, what doesn't. Here's a few talking points to get started:
Body - currently fighters gain 1/5 build, on down to 1/15 build for scholars. Is that gap too large or too small? Should the rate be lowered (or raised) across the board?
Weapon Damage - scales by build spent on weapon profs/backstabs. Do these cost too little? Too much? Thoughts on 1.5 damage per prof with 2-handers? It certainly makes the base damage bonus scale, but does it create too much in higher levels?
Armor - currently, it does not scale unless you buy/make a better rep (and get a bigger tag) or obtain a high enough Arcane Armor. Should this scale with level? If so, automatically like body, or only by spending build (for actual armor points, not the ability to use a bigger tag)? Arguably armor is more valuable in lower levels (it could be 5 times your body points) and becomes less valuable as you go on (to where armor is a third of your body total.) If armor scales up, should the body rate scale slower?
Racial abilities - some can be bought multiple times, others only once. Should some of these one-time purchases be available once per X levels (say 10)? Examples of this: Resist Magic, Racial Prof, Racial Slay. Static body modifiers - should these scale as well? Instead of +2 body to start, you gain body at -1 build per body. Instead of -1 body, should you gain body at +1 buid per body point? Half build / double build costs for 1-time skills - should these scale in some way, perhaps costing 1 build per X levels to maintain the skill, or reduce in cost across level advancement, to the ultimate point of becoming "free"? Should race matter more in the long term?
Spells - The numbers don't go up, but do they scale adequately by giving casters more spells per day?
Wands, Slays, Assasinates - all scale in two dimensions; you get more uses per day as you buy additional spells or skills, and the damage per use increases as well. Is this a model that should be applied elsewhere (like healing/damage spells)?
Is any of this making sense?
So, maybe we should talk about scaling - what scales well, what doesn't. Here's a few talking points to get started:
Body - currently fighters gain 1/5 build, on down to 1/15 build for scholars. Is that gap too large or too small? Should the rate be lowered (or raised) across the board?
Weapon Damage - scales by build spent on weapon profs/backstabs. Do these cost too little? Too much? Thoughts on 1.5 damage per prof with 2-handers? It certainly makes the base damage bonus scale, but does it create too much in higher levels?
Armor - currently, it does not scale unless you buy/make a better rep (and get a bigger tag) or obtain a high enough Arcane Armor. Should this scale with level? If so, automatically like body, or only by spending build (for actual armor points, not the ability to use a bigger tag)? Arguably armor is more valuable in lower levels (it could be 5 times your body points) and becomes less valuable as you go on (to where armor is a third of your body total.) If armor scales up, should the body rate scale slower?
Racial abilities - some can be bought multiple times, others only once. Should some of these one-time purchases be available once per X levels (say 10)? Examples of this: Resist Magic, Racial Prof, Racial Slay. Static body modifiers - should these scale as well? Instead of +2 body to start, you gain body at -1 build per body. Instead of -1 body, should you gain body at +1 buid per body point? Half build / double build costs for 1-time skills - should these scale in some way, perhaps costing 1 build per X levels to maintain the skill, or reduce in cost across level advancement, to the ultimate point of becoming "free"? Should race matter more in the long term?
Spells - The numbers don't go up, but do they scale adequately by giving casters more spells per day?
Wands, Slays, Assasinates - all scale in two dimensions; you get more uses per day as you buy additional spells or skills, and the damage per use increases as well. Is this a model that should be applied elsewhere (like healing/damage spells)?
Is any of this making sense?