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<blockquote data-quote="ren1999" data-source="post: 6056508" data-attributes="member: 85179"><p><strong>Current Binding Suggestions</strong></p><p>Maximum Magically Enhanced or Monster Armor Class AC20</p><p>Maximum Humanoid Natural Armor Class AC17</p><p>Maximum Magically Enhanced or Monster Ability 20(+5)</p><p>Maximum Humanoid Natural Ability 17(+3)</p><p>Maximum Character Level and Monster Hit Dice 20 </p><p></p><p><strong>Suggested ToHit Stacking</strong></p><p>Minimum Maximum Ability Modifier -5 to +5???</p><p>Minimum Maximum Magic Bonus -3 to +3</p><p>Minimum Maximum Situation Modifier -3 to +3</p><p>Minimum Maximum Feat, Level, Magical Effect -3 to +3</p><p> <strong></strong></p><p><strong>Suggested Action Limits</strong></p><p>In a 6 second metagame turn, 1 move action, 1 main action, 1 off-hand action, 1 minor action or maneuver, endless free actions</p><p></p><p> Anytime out of turn, 1 reaction.</p><p> </p><p><strong>Suggested Character Builds</strong></p><p>Martial fighting only classes start with constitution score+12 and gain 1d12 or 6 hit points per level-up. They do 1d12 damage with a main weapon and 1d10 with an off-hand weapon. They can wear plate armor. Their power consists of Maneuvers with few but high die expertise dice to simulate their strength and focus.</p><p> </p><p>Rogue classes start with constitution score+10 and gain 1d10 or 5 hit points per level-up. They do 1d10 damage with a main weapon and 1d8 with an off-hand weapon. They can wear leather armor. Their power consists of rogue Skills and Maneuvers many but low die expertise dice to simulate their speed and multi-tasking. </p><p></p><p>Martial fighting and casting classes start with constitution score+8 and gain 1d8 or 4 hit points per level-up. They do 1d8 damage with a main weapon and 1d6 with an off-hand weapon. They can wear up to chain armor. Their powers consist of both moderate Prayers/Spells and moderate armor and weapon damage.</p><p></p><p>Casting only classes start with constitution score+6 and gain 1d6 or 3 hit points per level-up. They do 1d6 damage with a main weapon and 1d4 with an off-hand weapon. They can wear bracers and use magical shields. As a trade-off, caster only classes get limited encounter area Spells that do damage to many targets.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6056508, member: 85179"] [B]Current Binding Suggestions[/B] Maximum Magically Enhanced or Monster Armor Class AC20 Maximum Humanoid Natural Armor Class AC17 Maximum Magically Enhanced or Monster Ability 20(+5) Maximum Humanoid Natural Ability 17(+3) Maximum Character Level and Monster Hit Dice 20 [B]Suggested ToHit Stacking[/B] Minimum Maximum Ability Modifier -5 to +5??? Minimum Maximum Magic Bonus -3 to +3 Minimum Maximum Situation Modifier -3 to +3 Minimum Maximum Feat, Level, Magical Effect -3 to +3 [B] Suggested Action Limits[/B] In a 6 second metagame turn, 1 move action, 1 main action, 1 off-hand action, 1 minor action or maneuver, endless free actions Anytime out of turn, 1 reaction. [B]Suggested Character Builds[/B] Martial fighting only classes start with constitution score+12 and gain 1d12 or 6 hit points per level-up. They do 1d12 damage with a main weapon and 1d10 with an off-hand weapon. They can wear plate armor. Their power consists of Maneuvers with few but high die expertise dice to simulate their strength and focus. Rogue classes start with constitution score+10 and gain 1d10 or 5 hit points per level-up. They do 1d10 damage with a main weapon and 1d8 with an off-hand weapon. They can wear leather armor. Their power consists of rogue Skills and Maneuvers many but low die expertise dice to simulate their speed and multi-tasking. Martial fighting and casting classes start with constitution score+8 and gain 1d8 or 4 hit points per level-up. They do 1d8 damage with a main weapon and 1d6 with an off-hand weapon. They can wear up to chain armor. Their powers consist of both moderate Prayers/Spells and moderate armor and weapon damage. Casting only classes start with constitution score+6 and gain 1d6 or 3 hit points per level-up. They do 1d6 damage with a main weapon and 1d4 with an off-hand weapon. They can wear bracers and use magical shields. As a trade-off, caster only classes get limited encounter area Spells that do damage to many targets. [/QUOTE]
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