Okay, to build on my last post, lets build a progression. lets say you have a starting character, that takes 15 damage, and a top level character that takes about a billion hits. Thats roughly 100,000,000 times as many hit points. So how do we determine a 128 scale progression to go from 1x at the lowest level to 100 million times at the top level. It turns out that isn't very hard for computers. First step is identifying that 100,000,000 is eight steps of 10x. So if we divide that 128 by 8 we get 16 steps. That means every 16 steps has to multiple by 10. Then 8 steps of those 16 steps will give use 100,000,000. So we now need to figure out how to get 10x from 1x in 16 steps. That's easy enough with a computer, and it turns out the answer is (very roughly), 1.17 (one and a sixth). So if your scale increases by roughly 1/6th every step, you end up with the same proportionate damage at step 128 vs 1 billion hits as you do at level 1 with 10 hit points. Small error: at level 128 you'll only have increased 127 steps, not 128, but it's okay for the higher level character to have gained a little damage capcity! Now the problem: if level 1 is 1d6, level 128 is about 100 million d6. If you build the scale properly, you'll get that number, but rolling the dice will be difficult. You can easily change some of the assumptions. You might say that it takes 10 average hits at level 1 to take out a level 1 characer, and a 100 or 1000 average hits at level 128 to take out that billion hits character, and restructure the progression appropriately. This is where deciding the constraints of the progression system is important. But whatever you do, you'll hit this problem: Ridiculously large numbers are easy for computers to handle (which is why computer games use them), but they aren't feasible for players to use them. That's why tabletop rpgs don't use them. It would be better to convert the system into a linear one. If you know that a 128 level attack is going to 128x the damage of a level 1 attack, upi can simply multiply the low level hit points by 128, getting around 2,000. And you'll be able to build a system that copes with that, and still feels like the numbers are massive, without using video game numbers. So in summary: my recommendation is to swap the idea of an exponential scale (going from 15 to a billion hits) to a linear one (going from 15 hits to 1-2,000). Everything will be easier - and not just easier, but actually feasible to use at a tabletop.