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Chapter 2: Fixed Some Bugs (Non-Plot) and Some Setting Explanations

~3 min read 513 words

Fixed some bugs (non-plot) and some setting explanations

While writing, the author suddenly noticed a setting bug and revised it from the beginning.

Not a plot issue, but a data issue.

Mainly about defense levels.

First, this is a web novel, emphasizing realistic depiction.

So in tabletop RPGs, many attributes like physique, reflex, willpower, AB and AC checks—I just say it outright.

Even if the value is tiny, I can still make it a critical success.

Therefore, I still mention it in the book, but it's not the main focus.

To avoid excessive dice-rolling and disrupted reading flow.

The main focus remains on attack and defense, damage upper limits, defense values, involving one-shot kills and penetration.

So to avoid the awkward scenario where a 21st-level legendary mage is killed by a 1st-level rogue.

I changed the health value setting.

In tabletop RPGs, health values can increase with class level for gameplay purposes.

But in reality, it's awkward—everyone has the same physique, why do you have more HP and I have less?

Take the same example: a 21st-level mage and a 1st-level rogue, both with 12 Constitution.

The rogue dies from one slash, but the mage survives—even though the mage took the slash directly, without using any spells or abilities.

To indicate injury severity, the depth of the wound differs.

That's ridiculous, somewhat unrealistic.

Therefore, I made health values a strengthening effect of individual transcendence.

High-level and low-level beings are not the same species.

Increased health values also equate to enhanced defense.

Treat class level as life level; this also resolves the issue of multiclassing level stacking in 3R rules.

No need to halve multiclass levels (I've always thought the Abyssal Sovereign's multiclassing being halved was too broken—I'm a 1st-level warrior and 41st-level mage, equivalent to a 21st-level class character, like exploiting a bug).

Nor treat them as parallel classes and take the highest class level as character level (that's also a bug—even with experience penalties, you can grind experience and infinitely multiclass; not allowing multiclassing is unrealistic).

Originally these settings were fine, but one day I had a brain fart and thought high-level defense wasn't enough, afraid of being killed by low-levels.

I added a defense level setting.

Each creature gains +1 defense per level.

But then I realized: once creature levels get high, same-level opponents simply can't penetrate defense.

I hastily and awkwardly deleted this setting.

Here I'll also explain some monster level settings.

Anyone who's played tabletop RPGs knows how inflated Challenge Ratings are.

Some monsters with high Hit Dice are weak, while others with low Hit Dice are terrifying.

For example, a monster with 10 Hit Dice still has a Challenge Rating of 5.

Too pathetic.

To enhance the power of legendary heroes, I added rank bonuses.

It's impossible for a 1st-rank monster with 10 Hit Dice to be killed by a level-5 unranked character.

So I directly made Challenge Rating equal to creature level.

It's also a form of monster buff.

These are some setting explanations that don't fit well in the main text, so I wrote them here.

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End of Chapter

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