Re: Linear vs Logarithmic Scaling

Originally Posted by
ajackson
One of the basic problems with Hero is that it's a bit confused about whether it's a linear system or an exponential system. This means you have weird effects such as the fact that a blow that can reliably get body through on 30 Def (31d) is 4 million times more powerful than a blow that can reliably get stun through (9d), or that if Superman puts on a bulletproof vest, it will actually meaningfully protect him from Doomsday. The AP problem, from the Advantages thread, also acts like this.
There are ways of dealing with this sort of problem in a logarithmic system, but they tend to be either quite complex or fairly arbitrary (e.g. Def simply doesn't stack). The other option is to switch over to a true linear system -- armor that's twice as thick gives twice the Def, etc. Most likely, lifting ability should be set to Str^3/10.
That works nicely for street level characters, but hits problems at the other end: 50 Str is only 12.5 tons lift. If you want Superman at 100 kilotons of lift, he needs a Str of 1,000. That's both difficult to manage in a game (rolling 200d is a pain) and means that Superman has gobs of points available for other purposes; sacrificing 1d of damage for +1 OCV is easily worth it at those levels.
A method which has been used to good effect in other games is some form of Scale advantage. We can just set Justice League scale at x16 and then Superman has a nice manageable 62 Str. If for some reason Superman gets into an interaction with Joe Thug down the street (x1 Scale), Joe Thug's damage is divided by 16 vs Superman (4d6/16 isn't going to do much), Superman's damage is multiplied by 16 (and he probably pulls his punch to less than 1d). This also lets you just stat things like ants as negative scale characters. Scale would normally be a campaign setting, but could be purchased individually; based on analysis of points spent on powers, it's probably worth about 120 points per x2 (so Justice League scale is worth 480 points). Reduced scale probably shouldn't be used by PCs; just buy your powers at very low levels.
This doesn't deal with Superman occasionally deciding to push around the moon, but current rules don't deal with that either.
I'm not at all sure if this is a good idea, but I'm throwing it out there for consideration.
I like this idea, its silly that you can have a human fighter in FH that can lift 1.2 tons, but the Hulk needs hundreds of points in strength because in issue #187 the Hulk lifted an aircraft carrier and whopped some bad guy in the noggin with it.
Another issue with exponents is often reality has some exponential aspects too. As an example if you double the velocity of something you square the energy, but if you double the weight you only double the energy. Armor that is twice as thick is more than twice as strong. Real figures are nice to help people get their head around something in the game but they also can become anchors, its always good to know when to let go.
There were frogs there all right, thousands of them. Their voices beat the night, they boomed and barked and croaked and rattled. They sang to the stars, to the waning moon, to the waving grasses. They bellowed love songs and challenges.
John Steinbeck, Cannery Row
Bookmarks