I think that health might scale too fast. This is considering that damage stays somewhat consistent as one progresses, save for when a stat is stepped up. To illustrate, after a character's first milestone, their health doubles. This is odd not only mechanically, but narratively. Imagine if a new TV show had their main characters become twice as tough after the pilot episode.
If the amount of health was fine for the alpha testers who were a few milestones into their game, then I would think that indicates the health range that works. It should be possible to design a formula that keeps health values in that ideal range. Something like starting with the lower end of the ideal health range and adding health incrementally with each milestone. So if the lower end of the range was 6, then maybe the formula could be 6 + Milestone Count or something simple like that.
As for the damage, I prefer the 1d/2d/3d thing from before. It makes for a more interesting damage scale which keeps deadly weapons deadly throughout a character's journey. I don't really have too much of a problem with the modifier method though, though I can imagine being able to tank a +4 doomsday weapon given a couple of milestones.
I guess something to consider before that would be if your game actually needs health progression or not. There are plenty of games that don't have health progression for a reason.
Last edited May 29, 2022 4:21 am