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Master List of Scales in HERO


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I don't delude myself into thinking that this will end all debate on the subject, but just for reference and comparison purposes, here are all the scales used in HERO that I could find or think of. I'm sure there's a few that I've left out.

 

Just in case anyone needs the definitions:

Linear: 1 2 3 4 5 6 ...

Geometric: 1 4 9 16 25 36 ...

Exponential: 1 2 4 8 32 64 ...

Constant: 1 - Just a single value and that's it.

Comparative: Low Middle High Higher - no mathematical meaning exists in this scale.

 

[u]Characteristics[/u]	Cost of all of them (14 different ones)		Linear
	Effect on Characteristic Rolls			Linear
STR		Effect on HtH damage				Linear
	Effect on Figured Chars (PD, REC, STUN)		Linear
	Effect on Lifting Capacity			Exponential
	Effect on Throwing Distance			Linear
	Effect on Leaping				Linear
	Effect on STR vs. STR rolls			Linear
DEX		Effect on CV					Linear
	Effect on timing of actions within a phase	Linear
	Effect on Figured Characteristics (SPD)		Linear
	Effect on Agility Skill Rolls			Linear
CON		Effect on preventing Stunning			Linear
	Effect on Figured Chars (ED, REC, END, STUN)	Linear
BODY		Effect vs. BODY damage (death)			Linear
	Effect on Figured Characteristics (STUN)	Linear
INT		Effect on Intellect Skill Rolls			Linear
	Effect on Perception Rolls			Linear
EGO		Effect on ECV					Linear
	Effect vs. Mental Attacks			Linear
	Effect on Ego Skill Rolls			Linear
PRE		Effect on Presence Attacks			Linear
	Effect vs. Presence Attacks			Linear
	Effect on Interaction Skill Rolls		Linear
COM		Appearance					Comparative
PD		Effect vs. Physical damage			Linear
ED		Effect vs. Energy damage			Linear
SPD		Number of actions per Turn			Linear
REC		Recovery of END					Linear
	Recovery of STUN				Linear
	Recovery of BODY				Linear
	Effect on Long-Term END				Linear
END		How it is spent normally			Linear
	How it is spent in Pushing			Linear
STUN		Effect vs. STUN damage (knockout)		Linear
	How it is spent as END				Linear
[u]Skills[/u]		Cost of all Agility Skills			Linear
	Cost of all Background Skills (except Langs)	Linear
	Cost of all Ego Skills				Linear
	Cost of all Intellect Skills			Linear
	Cost of all Interaction Skills			Linear
	Effect on Skill vs. Skill contests		Linear
	Taking extra time (Levels on the Time Chart)	Exponential
	Power Skill					Linear
	Cramming (number of skills crammed)		Linear
Add'l categories (Animal Handling, Survival, etc.)	Constant
Skill Levels	Cost						Linear
	Effect on Skill Rolls				Linear
	Effect on Attack Rolls (Overall Levels Only)	Linear
Combat Skill Levels	Effect on Attack Rolls			Linear
	Increased Damage Classes (Heroic)		Linear
	Increased BODY or STUN (Superheroic)		Linear
Penalty Skill Levels	Effect vs. Penalties			Linear
Autofire Skills	All						Constant
Defense Maneuver	All levels				Constant
Languages	Any						Constant
Martial Arts	Individual Maneuvers				Constant
	Maneuver Bonuses, elements built (OCV, DCV, DC)	Linear
	Additional Damage Classes			Linear
Transport Familiarity						Constant
Two-Weapon Fighting						Constant
Weapon Familiarity	Categories				Constant
Skill Enhancers	Cost						Constant
	Effect on the cost savings of Skills		Linear
[u]Perquisites[/u]	Cost of most Perks				Constant
Base								Linear
Follower							Linear
Vehicle								Linear
Cost of Additional Bases, Followers, and Vehicles		Exponential
[u]Powers[/u]		END Cost of all Powers that cost END		Linear
Adjustment Powers	Cost					Linear
	Effect						Linear
	Maximum Effect & Increased Maximum		Linear
	Fade Rate					Linear
	Increased Fade Rate Advantage			Exponential
Attack Powers	Cost						Linear
	Effect/Damage done				Linear
Defense Powers	Cost of all of them except Damage Reduction	Linear
	Cost of Damage Reduction			Constant
	Effect of all of them				Linear
Add'l applicability of Missile Deflection/Reflection	Constant
Movement Powers	Cost of all except FTL and EDM			Linear
	Increased Non-Combat Movement			Exponential
	Mega-Movement					Exponential
	Increased Mass for EDM and Teleport		Exponential
Some Self-Only Powers (Desol, Extra Limbs, Invis, Shape Shift)	Constant
One-for-Five Powers (Duplication, Multiform, Summon) Base cost	Linear
	Additional duplicates/forms/summoned beings	Exponential
	Altered Duplicates				Linear	
Change Environment Area covered					Exponential
	Combat effects					Linear
	Long-Lasting effect (levels on the Time Chart)	Exponential
Clairsentience	Basic abilities					Constant
	Default Range					Linear
	Additional Range				Exponential
Clinging	Strength of clinging, Cost and Effect		Linear
Darkness	Area covered					Geometric
Density Increase	Mass increase				Exponential
	STR gained					Linear
	PD gained					Linear
	ED gained					Linear
	Knockback reduced				Linear
END Reserve	Endurance (END)					Linear
	Recovery (REC)					Linear
Enhanced Senses	Detect						Constant
	Additional classes for Detect			Linear
	Enhanced Perception				Linear
	Microscopic					Exponential
	Rapid						Exponential
	Telescopic					Linear
	All other Adders				Constant
Faster Than Light Travel					Exponential
Find Weakness	Basic ability and applicability			Constant
	Bonus to roll					Linear
Growth		Size increase					Exponential
	Mass increase					Exponential
	STR gained					Linear
	BODY gained					Linear
	STUN gained					Linear
	Knockback reduction				Linear
	DCV penalty					Linear
	PER roll bonus					Linear
	Reach gained					Exponential
Images		Senses Affected					Constant
	PER roll penalty				Linear
	Size						Exponential
Life Support	Most aspects					Constant
	Extended Breathing, Eating, Sleeping, Longevity	Exponential
Luck		Number of dice					Linear
	Probable luck points rolled			Linear
Mind Link	Number of simultaneous minds linked to		Exponential
	Every other aspect				Constant
Mind Scan	Number of dice rolled				Linear
	Effect vs. Target’s EGO				Linear
	Penalty for number of minds scanned		Exponential
Shrinking	Size decrease					Exponential
	Mass decrease					Exponential
	PER Roll penalty				Linear
	DCV Bonus					Linear
	Knockback increase				Linear
Stretching	Combat distance					Linear
	Increased Non-combat multiple			Exponential
Telepathy	Dice rolled					Linear
	Effect vs. EGO					Linear
[u]Advantages[/u]	Most of them					Constant
	Cost in relation to the base cost of the Power	Linear
Area of Effect	Radius						Geometric
	Cone						Geometric
	Line						Linear
	Any Area					Linear
	Increased Area					Exponential
Armor Piercing	Effect vs. defenses				Linear
Effect of multiple levels vs. levels of Hardened	Linear
Autofire	Maximum number of shots				Exponential
Cumulative	Maximum accumulated effect			Exponential
Delayed Effect	Maximum number of powers in use			Exponential
Difficult to Dispel	Increased effective Active Points	Exponential
Explosion	Area affected					Geometric
	Slower fall-off					Linear
	Area affected by slower fall-off		Geometric
MegaScale							Exponential
Range Advantages	Increased Maximum Range			Exponential
	Others						Constant
Usable On Others	Most aspects				Constant
	Increased Targets/Mass				Exponential
Variable Advantage	Relative to cost of specific Adv.(s)	Linear
[u]Limitations[/u]	Most of them					Constant
	Savings in relation to base cost of the Power	Linear
Charges		Base number					Exponential
	Clips						Exponential
	Continuing (steps on the Time Chart)		Exponential
	Increased Recovery Time (steps on Time Chart)	Exponential
Increased Endurance Cost					Linear
Extra Time	Steps on the Time Chart				Exponential
Gradual Effect	Steps on the Time Chart				Exponential
Reduced by Range	Distance relative to reduced effect	Exponential
Reduced Penetration  Effect on BODY damage (and Knockback)	Linear
Requires a Skill Roll	Active Point Penalty to Skill Roll	Linear
	Levels of Luck required				Linear
Side Effects	Active points of side effect relative to power	Linear
Limitation value for Active points of Side Effect	Linear
Variable Limitations	Relative to specific Limitations chosen	Linear
[u]Frameworks[/u]	All aspects of all frameworks			Linear
[u]Disadvantages[/u]	Almost all aspects of almost all of them	Constant
Dependence	Damage taken					Linear
	Time before onset of damage (Time Chart)	Exponential
Susceptibility	Damage taken					Linear
	Time before onset of damage (Time Chart)	Exponential
Unluck		Number of dice					Linear
	Probable unluck points rolled			Linear
Vulnerability	Effect relative to normal effect		Linear
[u]Combat Effects and Other Considerations Separate from the Characters Themselves[/u]
Range Modifier							Exponential
Size Modifiers							Exponential
Cumulative Penalties for Sweep					Linear
Cumulative Penalties for Rapid Fire				Linear
Cumulative Penalties for Multiple Move-By/Grab-By		Linear
Most Maneuver Modifiers (Set, Brace, Dodge, etc.)		Constant
	Halved DCV Modifiers				Linear
Dive for Cover	DEX Roll penalty per Inch moved			Linear
Spreading	Reduced DC per OCV increase			Linear
	Reduced DC per Hex covered			Linear
Pulling a Punch	OCV Penalty for DC				Linear
	Effect on BODY damage				Linear
Roll With a Punch	Effect on damage			Linear
Multiple Attacker Bonus						Linear
Velocity-Based DCV						Exponential
Damage		Counting STUN and BODY				Linear
	Applying Damage to Defenses			Linear
	Recovering from Damage				Linear
	Recovery levels based on negative STUN		Linear
	Point of death based on negative BODY		Linear
Hit Locations	To hit modifiers				Constant
	STUN and BODY multipliers			Linear
Bleeding	Additional damage				Linear
Knockback	Distance					Linear
	Damage						Linear
[u]Environmental Effects[/u]
Falling		Short falls damage/distance			Linear
	Long falls damage/time				Linear
Optional Velocity Damage, Velocity Factor			Exponential
Temperature Levels						Comparative
	Effect on characters				Linear	
Wall BODY based on thickness					Exponential
Object BODY guidelines based on mass				Exponential
[u]Equipment[/u]
Automaton Powers	All of them				Constant
Computers	All characteristics and skills			Linear
	Number of Programs relative to INT		Linear
Vehicles	Size						Exponential
	Carrying capacity				Exponential
	Other Characteristics				Linear
	Movement					Linear
Bases		Size						Exponential
	Other Characteristics				Linear
	Partial Coverage Lim. (total size covered)	Exponential
	Partial Coverage Lim. (relative size covered)	Linear
	Location costs					Constant
Cost of Computers, Personnel, etc., within a Base or Vehicle	Linear
Armor weight relative to DEF provided				Exponential
Extra Equipment	+5 Adder					Exponential
Experience	Gaining and spending Experience Points		Linear

 

I haven't weighted them on relative importance and I've combined some of them together for simplicity, but as a perhaps somewhat meaningful metric, this is the number of times each scale appears on the above list:

 

Linear 149

Exponential 53

Constant 29

Geometric 5

Comparative 2

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Re: Master List of Scales in HERO

 

I have a problem with your list of scales. . . .

 

You say that Combat Skill Levels have a linear Effect on Attack Rolls.

 

But is it really a linear effect?

 

In linear terms the difference between 1 DCV and 6 OCV is much greater than the difference between 51 DCV and 56 OCV.

 

However, in exponential terms, it is more important that there is 5 points of difference involved.

 

If combat values were linear, a 6 OCV is 500% greater than a 1 DCV, but a 106 OCV is only 5% greater than 101 DCV. The 101 VS 106 should be almost the same, but the 1 VS 6 should make a huge difference in combat.

 

But you'll find that the combat difference between 1 DCV and 6 OCV is the same as the difference between 101 DCV and 106 OCV, this speaks of a non-linear relationship.

 

Another example of this issue is where you mention: "EGO's Effect vs. Mental Attacks"

 

If this scale were truely linear then a 3 EGO would be much different than a 13 EGO, whereas a 143 EGO would be much closer to a 153 EGO. However, a gap of 10 points is a gap of 10 points. According to the current rules, the same roll that would give me total control over a 210 EGO, might have no impact at all on a 250 EGO, yet in linear terms these EGOs are very close.

 

However, if EGO is resisitance vs Mental Attacks in exponential then a 250 EGO is much greater than a 210 EGO.

 

 

For a look at what a linear effect of EGO vs Mental Attacks would look like, take a look at the old rules (pre-4th edition).

 

The old way Resistance worked was:

1 X EGO Minor Effect

2 X EGO Moderate Effect

3 X EGO Major Effect

4 X EGO Extreme Effect

 

In the old days there was a much bigger difference between a 3 EGO and a 13 EGO than there was between a 53 EGO and a 63 EGO.

 

If you rolled a 12 on the Mental Attack dice, you would have no impact at all on the 13 EGO, but you could get a 4 X Effect (Extreme Effect) on the 3 EGO with that same roll.

 

On the other hand the biggest difference you could ever get between the 53 and 63 EGO would be sometime like 2 X EGO vs 1 X EGO (and that is only a limited range of numbers between break points.

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Re: Master List of Scales in HERO

 

Indeed. Bravo.

 

I think one problem with such a list is that, whilst a mechanic might be ostensibly linear or exponential, the effect is often a hybrid:

 

Example: NND against a living opponent who does not have the right defence is linear in effect: increasing the active cost increases the damage delivered in direct proportion.

 

Normal EB against an opponent who has (as almost everyone does) Energy Defence is not linear, but neither is it exponential in effect: up to a point, increasing the active points will have no effect, then, when (realistic rolled) damage exceeds defence there is a sudden leap from zero, and adding more active points will, with increasing consistency, increase the damage delivered.

 

Up to the critical point there is no relationship, at and just above the critical point the damage delivered is nearly exponential and then it becomes increasingly linear as damage significantly exceeds the critical point.

 

Or maybe it doesn't. I'm a lawyer, what do I know?

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Re: Master List of Scales in HERO

 

In linear terms the difference between 1 DCV and 6 OCV is much greater than the difference between 51 DCV and 56 OCV.

No. It's exactly the same. 6 OCV hits 1 DCV on 16 or less. 56 OCV hits 51 DCV on 16 or less. Q.E.D. And 1006 hits 1001 on 16 or less. etc. And you yourself admit that it's the same a few paragraphs later:

 

But you'll find that the combat difference between 1 DCV and 6 OCV is the same as the difference between 101 DCV and 106 OCV, this speaks of a non-linear relationship

No. That is precisely what a linear relationship is. A difference of 5 at one place in the scale has the same effect as a difference of 5 at another place in the scale. Compare this to a exponential scale: taking a RW example, the Richter scale, which measures the power of earthquakes:

 

The difference between a 3.0 earthquake and a 2.0 earthquake is 10 times the difference between a 2.0 and a 1.0, in terms of the total energy gererated. And the difference between a 4.0 and a 3.0 is 10 times the difference between a 3.0 and a 2.0, or 100 times the difference between a 2.0 and a 1.0.

 

If combat values were linear, a 6 OCV is 500% greater than a 1 DCV, but a 106 OCV is only 5% greater than 101 DCV. The 101 VS 106 should be almost the same, but the 1 VS 6 should make a huge difference in combat.

That isn't what a linear scale means. First of all, you can't determine a "scale" with only two data points. You can always draw a straight line (linear) between two points, but you could also draw any number of geometric or exponential curves between those same two points.

 

Second, a linear scale doesn't depend upon a subjective relative difference. As we both have said now, the difference between 6 OCV and 1 DCV is the same as the difference between 106 and 101. The 500% and 5% figures don't mean anything useful within the context of the game. Just because 106 and 101 "feel like they're closer together" than 6 and 1, doesn't mean it isn't a linear scale.

 

Another example of this issue is where you mention: "EGO's Effect vs. Mental Attacks"

 

If this scale were truely linear then a 3 EGO would be much different than a 13 EGO, whereas a 143 EGO would be much closer to a 153 EGO. However, a gap of 10 points is a gap of 10 points. According to the current rules, the same roll that would give me total control over a 210 EGO, might have no impact at all on a 250 EGO, yet in linear terms these EGOs are very close.

No. For the same reasons I've stated above. The difference between 3 EGO and 13 EGO is the same as the difference between 143 and 153. Just because the bigger numbers "feel closer together" doesn't mean they are. It takes exactly as many additional points of effect to achieve the next level against a 153 EGO as opposed to a 143 EGO as it would for a 13 EGO as opposed to a 3 EGO. +10 is +10.

 

However, if EGO is resisitance vs Mental Attacks in exponential then a 250 EGO is much greater than a 210 EGO.

How much greater? "Much" is not a precise measurement and doesn't indicate any scale other than Comparative. To illustrate with EGO vs Mental Powers, let's say you want to Mind Control someone to the "violently opposed" level:

 

If he has 10 EGO, you need 40 points of effect.

If he has 15 EGO, you need 45 points of effect.

If he has 20 EGO, you need 50 points of effect.

If he has 30 EGO, you need 60 points of effect.

If he has 40 EGO, you need 70 points of effect.

If he has 100 EGO, you need 130 points of effect.

If he has 200 EGO, you need 230 points of effect.

 

That's a linear scale. If it were an exponential scale, it might look something like this:

 

If he has 10 EGO, you need 40 points of effect.

If he has 15 EGO, you need 56 points of effect.

If he has 20 EGO, you need 80 points of effect.

If he has 30 EGO, you need 160 points of effect.

If he has 40 EGO, you need 320 points of effect.

If he has 100 EGO, you need 2000 points of effect.

If he has 200 EGO, you need 2000000 points of effect.

 

For a look at what a linear effect of EGO vs Mental Attacks would look like, take a look at the old rules (pre-4th edition).

 

The old way Resistance worked was:

1 X EGO Minor Effect

2 X EGO Moderate Effect

3 X EGO Major Effect

4 X EGO Extreme Effect

Yes, that's also a linear scale. It's a slightly different one that involves both the target's EGO and the desired level of effect. There are many different linear scales:

 

1 2 3 4 5

2 4 6 8 10

3 6 9 12 15

1x 2x 3x 4x 5x

 

These are all linear.

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Re: Master List of Scales in HERO

 

I think one problem with such a list is that, whilst a mechanic might be ostensibly linear or exponential, the effect is often a hybrid:

 

Example: NND against a living opponent who does not have the right defence is linear in effect: increasing the active cost increases the damage delivered in direct proportion.

 

Normal EB against an opponent who has (as almost everyone does) Energy Defence is not linear, but neither is it exponential in effect: up to a point, increasing the active points will have no effect, then, when (realistic rolled) damage exceeds defence there is a sudden leap from zero, and adding more active points will, with increasing consistency, increase the damage delivered.

 

Up to the critical point there is no relationship, at and just above the critical point the damage delivered is nearly exponential and then it becomes increasingly linear as damage significantly exceeds the critical point.

No. It never becomes exponential. It's linear with a lower threshhold.

 

Let's say the target has 20 DEF. Then we can chart the damage received against the points of effect rolled:

 

Dice Total	Damage Received
14	0
16	0
18	0
20	0
22	2
24	4
26	6
28	8
30	10
32	12
34	14
etc.

Nothing exponential about it. A flat line with that bends into another straight line.

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Re: Master List of Scales in HERO

 

No. It's exactly the same. 6 OCV hits 1 DCV on 16 or less. 56 OCV hits 51 DCV on 16 or less. Q.E.D. And 1006 hits 1001 on 16 or less. etc. And you yourself admit that it's the same a few paragraphs later:

 

No. That is precisely what a linear relationship is. A difference of 5 at one place in the scale has the same effect as a difference of 5 at another place in the scale.

I bleive that you are confused about what the impact of a linear relationship in a game system is.

 

Let us start with a discussion about comparing 2 things.

 

Imagine that you are comparing a 1 kg stone and a 100 kg stone. Assuming the same density of material, it should be pretty easy to tell the two stones apart. Now imagine comparing a 1,000,001 kg stone with a 1,000,100 kg stone.

 

There is still the same difference between the two stones (99 kg difference). The problem is that 99 kg of difference is nothing when you are looking at 1 million kg size stones. And even 1 kg difference is vast when comparing different grains of sand.

 

And that is the point. In terms of contests, it is not just what the difference in linear values is, but it where on the linear scale that the value appears.

 

What you are saying above is that, in a linear strength system, a contest between pixie with a 1 STR, and a child with a 5 STR, should have the exact same odds as a contest between two giants with 10,001 STR and 10,005 STR respecitvely.

 

I would disagree strongly.

 

There is a massive difference in relative strength between the child and the pixie, whereas the giants are so close in strength that they would probably have no way to figure out the difference.

 

What is a difference of 4 points of STR to a giant with a STR of more than 10,000 ?

 

But between two pixies, a difference of few linear points of STR is vast.

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Re: Master List of Scales in HERO

 

I bleive that you are confused about what the impact of a linear relationship in a game system is.

And the feeling is mutual.

 

Imagine that you are comparing a 1 kg stone and a 100 kg stone. Assuming the same density of material, it should be pretty easy to tell the two stones apart. Now imagine comparing a 1,000,001 kg stone with a 1,000,100 kg stone.

Hmmm... The 100 kg stone takes 99 kg-weight of force more to lift than the 1 kg stone. The 1,000,100 kg stone takes 99 kg-weight of force more to lift than the 1,000,001 kg stone. That's a linear scale.

 

There is still the same difference between the two stones (99 kg difference). The problem is that 99 kg of difference is nothing when you are looking at 1 million kg size stones. And even 1 kg difference is vast when comparing different grains of sand.

The various scales (linear, exponential, etc.) are about specific numeric measurements. "Nothing" and "vast" are not numbers on any scale, except "comparative". If you actually want to measure force, mass, weight, etc., 99 kg isn't "nothing" it's something. And it's the same thing whether you add it on top of 1 kg, or on top of 1,000,001 kg. It's 99 kg.

 

I understand what you mean, though: you're talking about a *relative* difference. That may be useful in some contexts. It might even have some uses in HERO System (though I can't think of any off hand). Consider the following linear progression:

 

1 2 3 4 5

 

Note that 2 is 100% more than 1, but 5 is only 25% more than 4. Does that mean this isn't a linear progression?

 

Here is an exponential progression:

 

1 2 4 8 16

 

Note that 2 is 100% more than 1, and 16 is 100% more than 8.

 

And that is the point. In terms of contests, it is not just what the difference in linear values is, but it where on the linear scale that the value appears.

It depends on what kind of contest you're talking about and how you measure it. In the HERO System, a difference in CV (to use your example from your earlier post) has the same effect regardless of where on the scale it is. A 6 OCV hits a 1 DCV with the exact same probability as a 7 OCV does a 2 DCV, and the same as 8 OCV vs. 3 DCV, and the same as 9 vs. 4, 10 vs. 5, ... 56 vs. 51, etc. They all hit on a 16 or less. It doesn't matter where on the scale the values are.

 

What you are saying above is that, in a linear strength system, a contest between pixie with a 1 STR, and a child with a 5 STR, should have the exact same odds as a contest between two giants with 10,001 STR and 10,005 STR respecitvely.

No, I'm not saying that. It would depend on what kind of a contest you are talking about and how you measure it. It you're talking about a combat between the pixie and the child and another between the two giants, it would depend on a whole bunch of other factors. If you're just talking about a weight-lifting contest, with a *linear* STR system, the child wins by the exact same amount as the stronger giant. (If we define the linear STR system as 10 kg per point of strength, they both win by exactly 40 kg.)

 

There is a massive difference in relative strength between the child and the pixie, whereas the giants are so close in strength that they would probably have no way to figure out the difference.

Yes, the *relative* difference is greater between the child and the pixie, but the *absolute* difference is the same. Yes, it's possible that the weighing scales used to measure the 10+ tons lifted by each giant might not be accurate enough to distinguish a difference of 40 kg, but if they are, then they would. 40 kg is 40 kg.

 

What is a difference of 4 points of STR to a giant with a STR of more than 10,000 ?

In the linear scale example, the difference is 40 kg. In the HERO System, which has an exponential progression for lifting capacity, it would be about 74%. A GM could round this to 75% just to make the math easier.

 

But between two pixies, a difference of few linear points of STR is vast.

4 points difference between two pixies would still be 40 kg. And under HERO's exponential rule, the difference is again about 74%.

 

Is this clear now?

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Re: Master List of Scales in HERO

 

And the feeling is mutual.

 

 

Hmmm... The 100 kg stone takes 99 kg-weight of force more to lift than the 1 kg stone. The 1,000,100 kg stone takes 99 kg-weight of force more to lift than the 1,000,001 kg stone. That's a linear scale.

Yes, that is a linear scale.

 

But in almost all cases where you are dealing with 1,000,000 kg stones, a 99 kg difference is irrelevant. On the other hand, in almost all cases where you are dealing with grains of sand, 99 kg makes a world of difference.

 

The various scales (linear, exponential, etc.) are about specific numeric measurements. "Nothing" and "vast" are not numbers on any scale, except "comparative".

Exactly, and when we are talking about combat we are talking about a comparison between different characters.

 

In combat, how does a DEX 10,000 character compare against a DEX 10,030 character? I want a comparative answer. Are these two characters almost exactly the same (relative to each other) or are they vastly different?

 

If you actually want to measure force, mass, weight, etc., 99 kg isn't "nothing" it's something. And it's the same thing whether you add it on top of 1 kg, or on top of 1,000,001 kg. It's 99 kg.

 

I understand what you mean, though: you're talking about a *relative* difference. That may be useful in some contexts. It might even have some uses in HERO System (though I can't think of any off hand).

You can't think of any?

 

Are you really telling me that you believe that (assuming a linear strength system) in a tug-of-war contest it would be absolute difference in strengh rather than relative difference in strength?

 

Are you telling me that, in such a system, 1 point of STR is 1 point of STR, no matter where you are on the scale?

 

Imagine two warriors who are about to engage in such a contest: the first with STR 20, and the second with STR 19---that sounds like a pretty close tug-of-war match to me. . . .

 

Now, imagine a puppy (STR 1.01) in a tug-of-war with a common ant (STR 0.01), is there any question who should win in such a contest?

 

So again, are you really telling me that, in contests between two characters (in a linear system), a point of STR is a point of STR?

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Re: Master List of Scales in HERO

 

Yes' date=' that is a linear scale.[/quote']

Well, good. I'm glad we agree. That's all I'm saying.

 

But in almost all cases where you are dealing with 1,000,000 kg stones, a 99 kg difference is irrelevant. On the other hand, in almost all cases where you are dealing with grains of sand, 99 kg makes a world of difference.

That may be the case, but it doesn't change the fact that it's still a linear scale. My list is only about the types of scales that exist within the HERO System. The information one wishes to extract from those scales is a separate matter.

 

Exactly, and when we are talking about combat we are talking about a comparison between different characters.

Yes, but that doesn't make it a *comparitive scale*. Any two quantities on any scale can be *compared*. A "comparitive scale" is a specific type of scale. I guess I should have used the more accurate term "ordinal scale" - in other words, the scale has values in order, but there isn't necessarily any quantitative consistancy between values. The first real-world example that comes to mind is Mohs Scale of Hardness. Diamond is a 10 on this scale and Apatite is a 5. That doesn't mean that Diamond is "twice as hard" in any quantitative sense. Nor does it mean that it's five orders of magnitude harder, or five multiplied exponential factorsharder. Nor even that it's 5 units of some kind harder.

 

In any event, in any system or scale like the HERO System, where bigger numbers are "better" - stronger, faster, more powerful - a higher value will always have an edge over a lower value, regardless of what kind of scale you're using. Of course that edge might be very small in some cases.

 

In combat, how does a DEX 10,000 character compare against a DEX 10,030 character? I want a comparative answer. Are these two characters almost exactly the same (relative to each other) or are they vastly different?

It depends on what kind of combet you're talking about. In combat versus each other, they are vastly different. One has a base CV of 3333, and the other has a base CV of 3343. The former needs a 1 or less on 3d6 to hit the latter (with the standard rule that a 3 always hits anyway, even a maneuver that applies a +2 OCV to the attacker, or a -2 DCV to the target, won't make a difference). While the latter will hit the former on a 21 or less on 3d6. With the standard rule that 18 always misses, up to a -4 OCV penalty, or a +4 DCV bonus to the defender, won't make any difference. I'd call a <5% chance of hitting vs. a >95% chance of hitting "vastly different," wouldn't you?

 

OTOH, if you're talking about a combat in which both of these characters are attacking opponents with 10 CV, then it makes no difference at all, except in nearly unfeasably extreme cases, such as thousands of attackers getting the Multiple Attacker bonus, or targets so far away that they have more than a -3300 Range Modifier.

 

In any event, it's irrelevent to the issue of what kind of scale it is. I'm not telling anyone what information (numeric or otherwise) to extract from the various scales. I won't argue with you over what you decide to call "almost the same" vs. "a vast difference". I have no problem with you or anyone else making any kind of comparison they want.

 

You can't think of any?

Just because I couldn't think of any right away doesn't mean they don't exist. I'll admit I haven't put a lot of effort into trying to find any. But I can't help but notice that you didn't give any examples either. Now that I think about it, maybe i can think of two: the remaining action threshhold for breaking out of an Entangle (IIRC, if you do 200% or more of the remaining BODY, you have a Full Phase left), and the Encumbrance rules, which is based on a percentage of your lifting capacity. But the latter might not count, since a character's STR is generally static - you know in advance what your STR is, and therefore what your carrying capacity is, and since that's already exponential, percentages equate directly with points of STR. So say, one-and-a-half examples. Can you think of any others?

 

Are you really telling me that you believe that (assuming a linear strength system) in a tug-of-war contest it would be absolute difference in strengh rather than relative difference in strength?

No. First, tug-of-war is a very different thing from weightlifting. Second, what difference does it make between "relative" and "absolute"? The winner is the winner. It doesn't make any difference how you describe the "spread": "The winner won by 10 pounds of force" or "The winner won by 10% more force."

 

Are you telling me that, in such a system, 1 point of STR is 1 point of STR, no matter where you are on the scale?

In a linear system, yes: each 1 point means 10 more kg that you can lift. 11 STR could lift 10 kg more than 10 STR, 21 STR could lift 10 kg more than 20 STR, 31 STR could lift 10 kg more than 30 STR, etc. (Of course, HERO doesn't use a linear scale for lifting capacity. We both acknowledge that.)

 

Imagine two warriors who are about to engage in such a contest: the first with STR 20, and the second with STR 19---that sounds like a pretty close tug-of-war match to me. . . .

 

Now, imagine a puppy (STR 1.01) in a tug-of-war with a common ant (STR 0.01), is there any question who should win in such a contest?

That's not an apples-to-apples comparison. To make it fair, let's stipulate that both warriors weigh 100 kg, the dog weighs 10 kg, and the ant is a giant ant, also weighing 10 kg (even though it still only has 0.01 STR).

 

So again, are you really telling me that, in contests between two characters (in a linear system), a point of STR is a point of STR?

That depends on the rules you use for a tug-of-war contest (I don't know if HERO has an official method). In a linear system, any rule that gives the slight edge to the 20-STR warrior, must also give the same edge to the dog. If you're just using a STR-vs-STR contest: 1d6/5 STR - counting the BODY, and you round the 19 STR up and give the second warrior 4d6, then there is *no* difference between the two warriors in this contest. But then to be consistant, you round both the dog and the 10-kg ant's STR and they both get 0 dice, then there's no difference between them either.

 

Again, I'm not telling anyone how to *use* these scales. I'm just listing what they *are*. (And it's kind of interesting that in the RAW, STR has a linear effect on STR vs. STR rolls, even though it has an exponential effect on lifting capacity. So if lifting capacity determines success in a tug-of-war, then no, a point of STR is not the same anywhere on the scale, but if you use a STR-v-STR roll (1d6/5 points) then it is.)

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Re: Master List of Scales in HERO

 

That's not an apples-to-apples comparison. To make it fair, let's stipulate that both warriors weigh 100 kg, the dog weighs 10 kg, and the ant is a giant ant, also weighing 10 kg (even though it still only has 0.01 STR).

No. We'll stipulate that there is a 1 point difference in strength and a 2 kg difference in weight between each contestant.

 

Warrior 1 has a STR of 20 and a weight of 102 kg.

 

Warrior 2 has a STR of 19 and a weight of 100 kg.

 

The puppy has a STR of 1.01 and a weight of 2.01 kg

 

The ant has a STR of 0.01 and a weight of 0.01 kg.

 

 

In each case the stronger contestant has an edge of 1 point of STR, and an advantage of 2 kg in weight. Is it your position that the contest between the two warriors has the same odds as the contest between the puppy and the ant?

 

Again, it is my position that the actual linear difference is less important than the relative difference. 1 point of STR and 2 kg doesn't mean that much to the two warriors, but it represents a huge difference between the puppy and the ant.

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Re: Master List of Scales in HERO

 

Warp9,

I don't really understand most of this stuff, but I think the problem here is you're trying to think "real world" instead of looking at the mechanics, and Phil is looking at straight mechanics, and saying "how you use them is up to you".

 

In Mechanics terms Warrior 1 will ALWAYS win, the puppy will ALWAYS win (assuming you just compare STR and don't introduce random die rolls), and they will always win by exactly the same amount.

 

Even if you introduce die rolls, assuming everyone rolls the same number of dice based on STR (for example everyone rolls 1 die for every .01 STR) Warrior 1 and the puppy will win pretty much the same number of times. From a mechanics standpoint there is NO difference between the puppy and warrior 1.

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Re: Master List of Scales in HERO

 

Warp9,

I don't really understand most of this stuff, but I think the problem here is you're trying to think "real world" instead of looking at the mechanics, and Phil is looking at straight mechanics, and saying "how you use them is up to you".

 

In Mechanics terms Warrior 1 will ALWAYS win, the puppy will ALWAYS win (assuming you just compare STR and don't introduce random die rolls), and they will always win by exactly the same amount.

 

Even if you introduce die rolls, assuming everyone rolls the same number of dice based on STR (for example everyone rolls 1 die for every .01 STR) Warrior 1 and the puppy will win pretty much the same number of times. From a mechanics standpoint there is NO difference between the puppy and warrior 1.

 

From a mechanics standpoint, in HERO (using an exponential scale) there is a *BIG* difference in the two STR contests.

 

The example I used was based upon a linear system. In a linear system the strength stats were as follows:

 

Warrior#1 = STR 20

Warrior#2 = STR 19

Puppy = STR 1.01

Ant = STR 0.01

 

 

In HERO the stats would be a bit different. I'm going to convert the stats based on lift ability. In a linear game (assuming stat 10 is normal), double normal lift STR = 20, but in HERO double normal lift STR = 15. So warrior #1 goes from 20 linear STR to 15 HERO STR.

 

In HERO exponential stats would look as follows:

 

Warrior#1 = STR 15

Warrior#2 = STR 15

Puppy = STR -6

Ant = STR -40

 

In an exponential system, there is little difference between the two warriors, but there is a HUGE (34 point) STR difference between the Puppy and the Ant.

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Re: Master List of Scales in HERO

 

From a mechanics standpoint' date=' [b']in HERO[/b] (using an exponential scale) there is a *BIG* difference in the two STR contests.

 

The example I used was based upon a linear system. In a linear system the strength stats were as follows:

 

Warrior#1 = STR 20

Warrior#2 = STR 19

Puppy = STR 1.01

Ant = STR 0.01

 

 

In HERO the stats would be a bit different. I'm going to convert the stats based on lift ability. In a linear game (assuming stat 10 is normal), double normal lift STR = 20, but in HERO double normal lift STR = 15. So warrior #1 goes from 20 linear STR to 15 HERO STR.

 

In HERO exponential stats would look as follows:

 

Warrior#1 = STR 15

Warrior#2 = STR 15

Puppy = STR -6

Ant = STR -40

 

In an exponential system, there is little difference between the two warriors, but there is a HUGE (34 point) STR difference between the Puppy and the Ant.

 

You know, having read this whole thread I'm not sure any longer what you're trying to prove, but IMO all you've managed to prove is:

A) rules that assume an exponential scale don't work well with a linear scale,

B) you seem to think the way Hero models the real world is the only way to, and

C) you don't really get it that different kinds of scale imply nothing about the value of the information presented nor the best way to use that information.

 

BTW: if I set up two machines, each designed to pull on a rope with an adjustable amount of force, and hooked them both up to the same rope (with a marker in the middle of that rope), the time it would take the "stronger" machine to pull the marker X meters closer to it would (barring frictional forces and other minor complications) depend on the LINEAR difference between the forces involved, NOT the ratio between those forces. Simple physics, really.

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Re: Master List of Scales in HERO

 

You know' date=' having read this whole thread I'm not sure any longer what you're [b']trying[/b] to prove, but IMO all you've managed to prove is:

A) rules that assume an exponential scale don't work well with a linear scale,

B) you seem to think the way Hero models the real world is the only way to, and

C) you don't really get it that different kinds of scale imply nothing about the value of the information presented nor the best way to use that information.

 

BTW: if I set up two machines, each designed to pull on a rope with an adjustable amount of force, and hooked them both up to the same rope (with a marker in the middle of that rope), the time it would take the "stronger" machine to pull the marker X meters closer to it would (barring frictional forces and other minor complications) depend on the LINEAR difference between the forces involved, NOT the ratio between those forces. Simple physics, really.

 

 

I believe that most contests between characters should be based on the relative differences between individuals.

 

Obviously you disagree. The problem with your example above is that, from my observations, most living things have good days and bad days. Therefore most living things do not act in an absolutely constent manner. If they did there would not be any need for randomness, the higher stat value would always win.

 

I don't always run the same distance at exactly the same speed. Although I will admit that my "good days" are almost exact in terms of timing. But a bad day can really hurt my times.

 

I don't go for "Ultra-Heavy" lifts, so I don't really know how much my absolute max lifts would vary by, but I do know that my ability to do reps of a given weight is not always exactly the same. And I'm assuming that such a difference would also apply to the max weight I could lift in a given situation.

 

Further, it seems to me that these differences between good days and bad days are relative to the level of power we are discussing. For example: it seems likely that a human weight lifter might differ by a +/- 0.1 kg between max lift from a good day to a bad day (note: if people have specific data on these matters it would be interesting to hear about it) . An ant's lifting may not be exactly constent either, but it will never vary by +/- 0.1 kg.

 

This brings me back to my primary point: assuming that contests between characters are based on the relative differences between individuals, then this relative difference can be expressed as a constent gap in an exponential system.

 

A 5 point gap in Hero System could be the difference between a strong pixie and a weak pixie, or the difference between a strong human and a weak human, or the difference between a strong giant and a weak giant. That way, the rules will be more consistent in contests involving all sorts of creatures, including both strong and weak pixies, as well as strong and weak giants.

 

On the other hand, in a linear system, strong and weak pixies will have a very small point gap between them, where as strong and weak giants will have massive point gaps between them. So I don't think that, in terms of contests between entities (in linear systems), the actual point gap is that important.

 

The actual amount of power you are dealing with can be important in many cases. But in contests between characters, IMO that, rather than knowing that character A can lift X more kg than character B, it is more inportant that character A is 20% percent stronger than character B.

 

GURPS 3rd edition (where STR is linear) actually dealt with this exact problem in one of the GURPS compendiums. Their system for Strength contests was based upon actual point differences in STR values. But the GURPS designers realized that, while this system functioned fairly well for normal humans, it was broken for contests involving giants and contests involving pixies. The giants had too great a difference in STR, and the pixies had too small a difference in STR.

 

All of this leads me to conclude that the way some contests function in Hero system means that stats like OCV and DCV probably follow an exponential pattern, rather than linear pattern.

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Re: Master List of Scales in HERO

 

Warp9

 

Variation in performance from occasion to occasion is irrelevent to the scale used to measure potential performance.

 

This brings me back to my primary point: assuming that contests between characters are based on the relative differences between individuals' date=' then this relative difference can be expressed as a constent gap in an exponential system.[/quote']

IOW, in an exponential scale, differences in the numbers are based on ratios in the thing measured. This is tautological and thus proves nothing.

 

On the other hand' date=' in a linear system, strong and weak pixies will have a very small point gap between them, where as strong and weak giants will have massive point gaps between them. So I don't think that, in terms of contests between entities (in linear systems), the actual point gap is that important.[/quote']

This is self-contradictory. Either the "gap" is important ("very small point gap" vs. "massive point gaps"), or it isn't ("I don't think...the actual point gap is...important").

 

The only conclusion I can reach is that you think EVERYTHING should be measured on an exponential scale, and that you will resolutely ignore any demonstation that there are linear scales in HERO. I will refer you back to Phil's post about --- #6 above --- that proves that CV (as an example) is a linear scale. Your subsequent posts lead me to believe that you do not, in toto, understand the difference between types of scales, and that you are willing if not eager to drag in red herrings if challenged.

 

In short, there are linear scales in HERO, they predominate, and they work fine.

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Re: Master List of Scales in HERO

 

Hey, good stuff, Mister F. :)

 

My list is only about the types of scales that exist within the HERO System. The information one wishes to extract from those scales is a separate matter.

 

Quite right.

 

A) rules that assume an exponential scale don't work well with a linear scale.

 

It's not so bad. I rather like trying to figure out ways of implementing negative damage classes. It helps pass the time, and keeps me off the street. Imagine what a dangerous world this would be if it weren't for roleplaying games, basketballs, and mirrors.

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Re: Master List of Scales in HERO

 

Warp9

 

Variation in performance from occasion to occasion is irrelevent to the scale used to measure potential performance.

True, but I'm not arguing that it is.

 

I am arguing that there is greater variation, in terms of actual kg lifted, in the case of human weightlifter, than the variation would be with something like an ant.

 

This is self-contradictory. Either the "gap" is important ("very small point gap" vs. "massive point gaps"), or it isn't ("I don't think...the actual point gap is...important").

Maybe you can understand it this way:

 

I can throw a 0.5 kg (1.1 lb) object many meters further than I can throw a 10.5 kg (23.1 lb) object.

 

However, the distance in meters that I can throw a 50kg (110 lb) object is not much different from the distance in meters that I can to throw a 60 kg (132 lb) object. I can't throw either of those weights more than a tiny distance.

 

Again it is not just the actual gap (10kg) that is important here, it is the gap relative to the total mass involved. The 10 kg gap is much more important when going from a 0.5 kg mass to a 10.5 kg mass, than it is when going from 50 kg to 60 kg.

 

Or since you like Physics, we could do it this way. . . .

 

Lets start with the following equation, we'll assume a constant force (100 N) and look at changes in mass of 10 kg:

 

Force / Mass = Acceleration

 

Starting Situation #1 (starting mass = 0.1 kg)

 

100 N / 0.1 KG = 1000 m/s^2 Acceleration

 

Now Add + 10 kg to the mass. . . .

 

100 N / 10.1 KG = 9.9 m/s^2 Acceleration

 

Actual Difference in Acceleration: about 990 meters per second per second.

 

Starting Situation #2 (starting mass = 50 kg)

 

100 N / 50 KG = 2 m/s^2 Acceleration

 

Now Add + 10 kg to the mass. . . .

 

100 N / 60 KG = 1.67 m/s^2 Acceleration

 

Actual Difference in Acceleration: 0.333 meters per second per second.

Is it now clear how that we can say, without contradiction, that the actual gap (the difference of 10 kg) can be less important than the relative gap in mass?

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::sigh::

Warp9: you started by saying that CV could not be a linear scale because it didn't take into account relative differences (i.e., differences in ratio).

 

When it was pointed out that CV DID act in a linear fashion, you went into enormous detail about how a linear STR stat wouldn't act like HERO's exponential STR stat.

 

I'm sorry, but your repeated use of circular argument, straw man, and red herring has worn thin. I see no point to talking to you on this subject any further.

 

Unless you want to address your original point and give some reason for asserting that CV's are exponential, I will not bother replying to any more of your posts on this subject.

 

Believe what you want to, it makes no difference to me.

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Warp9: At first, I thought I understood the point you were trying to make, but it seems I have missed it. If it matters to you, you could try restating it.

 

Is your point that:

a) I have identified one or more of the scales within HERO incorrectly?

B) You think that one or more of the scales within HERO should be changed to some other scale?

c) There are scales within HERO that you think should be used in a different way?

d) Something else?

 

If it's A, which one(s)? I'd be happy to correct any misidentifications I may have made. I don't think I made any so far. And I'm at least correct about all the ones you've mentioned so far.

 

If it's B or C, that's fine, and you're welcome to give your arguments, and you may well be right, or at least have a good case. But that isn't really the purpose of my list. Though I certainly don't mind if the thread drifts a little.

 

If it's D, then I missed it completely.

 

All of this leads me to conclude that the way some contests function in Hero system means that stats like OCV and DCV probably follow an exponential pattern, rather than linear pattern.

Why do you say "probably"? Don't you know how the stats work? They either work linearly or exponentially (or by some other scale). In this case, they happen to work linearly. There's no "probably" about it.

 

For any stat within the game, a difference between two characters can be expressed as either an absolute number (in points of stat, or character points spent, or some other unit), or as a relative number (a percentage or a fraction). If Ahmed has a 20 in "gloofosity" and Nunzio has a 21 in "gloofosity", then you can say either, "Nunzio is 1 point more gloofous than Ahmed," or, "Nunzio is 5% more gloofous than Ahmed." Which of those two statements is more useful will depend on what it is you're trying to do. In HERO, most of the time, it's the absolute difference that matters, such as in Damage vs. Defence, STR-vs-STR rolls, Skill contests, OCV vs. DCV, etc. Apart from the one and a half examples I gave in my last post, I can't think of any instances in HERO where the relative difference matters. I notice you haven't given any examples either. Oh, I just though of one more half-example: the Altered Duplicates Advantage for Duplication, which is based on what percentage of points are spent differently, but it's only a half-example because, as with the encumbrance table example, it's generally a static thing - you buy it and then you have it, it doesn't fluctuate up and down.

 

IFAIK, there are no official tug-of-war resolution rules within HERO. Whatever method you wish to use will determine whether STR has a linear or exponential effect on the outcome. If it's a STR-vs-STR roll (1d6/5 STR), then it will be linear. If it's an opposed STR roll (9+STR/5 or less on 3d6), then it's also linear. If it's based on lifting capacity somehow (say 1d6/100kg over the opponent's weight liftable), then it will be exponential.

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Re: Master List of Scales in HERO

 

::sigh::

Warp9: you started by saying that CV could not be a linear scale because it didn't take into account relative differences (i.e., differences in ratio).

 

When it was pointed out that CV DID act in a linear fashion, you went into enormous detail about how a linear STR stat wouldn't act like HERO's exponential STR stat.

You mean "pointed out" in the following quote?

 

 

In linear terms the difference between 1 DCV and 6 OCV is much greater than the difference between 51 DCV and 56 OCV.

No. It's exactly the same. 6 OCV hits 1 DCV on 16 or less. 56 OCV hits 51 DCV on 16 or less. Q.E.D. And 1006 hits 1001 on 16 or less. etc. And you yourself admit that it's the same a few paragraphs later:

But you'll find that the combat difference between 1 DCV and 6 OCV is the same as the difference between 101 DCV and 106 OCV, this speaks of a non-linear relationship

No. That is precisely what a linear relationship is. A difference of 5 at one place in the scale has the same effect as a difference of 5 at another place in the scale. Compare this to a exponential scale: taking a RW example, the Richter scale, which measures the power of earthquakes:

I've already explained how PhilFleischmann was incorrect.

 

Phil was correct that, in terms of a linear scale, each point means exactly the same as every other point in linear value. The problem is that, in terms of a contest between characters, having some number of points of difference on a linear scale means nothing. In relative terms, the difference between 1 and 2 on such a scale represents a doubling. The relative difference between 1001 and 1002 is almost nothing; it represents a drop in the bucket.

 

 

I'm sorry, but your repeated use of circular argument, straw man, and red herring has worn thin.

It is always easy to make such accusations; the problem is that I don't think that you can back them up with the facts.

 

 

Unless you want to address your original point and give some reason for asserting that CV's are exponential, I will not bother replying to any more of your posts on this subject.

It is very simple.

 

Imagine a contest between characters with stats of 10,000 and 10,030

 

If those characters are almost equal, relative to each other (99.7% the same) then it is likely that we are looking at linear scale.

 

If one character is FAR superior relative to the other one, then it is likely that we are dealing with an exponential scale.

 

Looking at CVs, we can tell that, in a contest between characters, the 10,030 OCV is far superior to the 10,000 DCV. If you put one up against the other, they are not 99.7% the same.

 

Thus I conclude that CVs are based on an exponential scale, where 10,030 OCV is FAR superior, in relative terms, to 10,000 DCV.

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Re: Master List of Scales in HERO

 

Warp9: At first, I thought I understood the point you were trying to make, but it seems I have missed it. If it matters to you, you could try restating it.

 

Is your point that:

a) I have identified one or more of the scales within HERO incorrectly?

B) You think that one or more of the scales within HERO should be changed to some other scale?

c) There are scales within HERO that you think should be used in a different way?

d) Something else?

 

If it's A, which one(s)? I'd be happy to correct any misidentifications I may have made. I don't think I made any so far. And I'm at least correct about all the ones you've mentioned so far.

It is A.

 

Both the CV case and the Mental Powers Effect case are about contests between characters. I feel that relative difference is more important than actual linear difference between characters.

 

 

 

Why do you say "probably"? Don't you know how the stats work? They either work linearly or exponentially (or by some other scale). In this case, they happen to work linearly. There's no "probably" about it.

That is because I'm basing my views on how things should work if the rules are IMO "well made."

 

GURPS 3rd edition is a good example of how I could be wrong. Their rules for linear contests did not take into account relative difference between characters. I might have concluded, in error, that they did not want fully linear stats. But GURPS specifically addressed this problem in one of the Compedium Rule books: they fixed it so that contests were redone to take into account relative ability. Thus a contest between two pixies with stats of 1 & 2 played out the same way that a contest would between two humans with stats of 10 & 20. In short, GURPS 3rd ed wanted linear stats, but the original 3rd ed rules were poorly done. And before they updated the rules, it would not have seemed fully linear to me.

 

The same explaination could apply to Hero, maybe 10,000 DCV and 10,030 OCV are supposed to be 99.7% the same, IMO they just don't play out that way.

 

 

For any stat within the game, a difference between two characters can be expressed as either an absolute number (in points of stat, or character points spent, or some other unit), or as a relative number (a percentage or a fraction). If Ahmed has a 20 in "gloofosity" and Nunzio has a 21 in "gloofosity", then you can say either, "Nunzio is 1 point more gloofous than Ahmed," or, "Nunzio is 5% more gloofous than Ahmed." Which of those two statements is more useful will depend on what it is you're trying to do. In HERO, most of the time, it's the absolute difference that matters, such as in Damage vs. Defence, STR-vs-STR rolls, Skill contests, OCV vs. DCV, etc. Apart from the one and a half examples I gave in my last post, I can't think of any instances in HERO where the relative difference matters.

The key point where we disagree is that I don't beleive that absolute difference has anything to do with contests between characters.

 

Going back to the ant, and the puppy, and the two warriors: the same absolute differences exist in each contest, but in one case, those numbers mean a great deal more.

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Re: Master List of Scales in HERO

 

For every +2 OCV's you have, you can either hit a target that is half as big (5 pts of Shrinking) or twice as far away (range mods). This is how I conceive differences in CV's as exponential.

 

Sure, most of the mechanics (like CV's) have been abstracted to linear-esque resolutions, but it's all interconnected into a system that incorporates exponential (and/or geometric) elements which tend to dominate the virtualization of the setting (size, mass, distance, watts...). Granted this aspect is largely existent only in the imaginations of the players, and doesn't hold up to universal inspection; but, after all is said, the game is about superficially emulating reality: and the phenomenal story of the game is played only on the surface of the rules.

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