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The Class Stat Forked Thread: Power Points for powers - solves a lot of issues
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<blockquote data-quote="BarkingDeathSquirrel" data-source="post: 4649532" data-attributes="member: 12851"><p>I'm intending to use something similar:</p><p></p><p>Everyone has a +4 attack base (+5 at 8th, +6 at 14th, +7 at 21st, and +8 at 27th), if your relevant ability score modifier (ie: Str for Fighter powers and basic melee attacks, etc) is higher, you get a +1 bonus. So... a Fighter at 1st level with 20 Strength would have a +5 attack bonus with any Str-based attacks, but a theoretical Fighter with 22 Str at 1st still has a +5 attack bonus, but does more damage.</p><p><em>Note: This is done mainly to prevent the Demigod and other Epic destines with +Ability Score bonuses from being anymore powerful then they already are</em></p><p></p><p>If your relevant ability score modifier is negative, however, you get a -1 penalty. So, a Wizard with 8 Strength at 1st level only has a +3 base attack modifier when making a Str-based attack.</p><p></p><p>This keeps the base attack bonuses within a certain range, but still provides a bit of variety in the attack bonuses possible.</p><p></p><p>I also thought of something similar for defenses:</p><p></p><p>If both relevant ability score modifiers are greater than 0, you get a +1 bonus to that defense. If both are negative, you get a -1 penalty to that defense.</p><p></p><p>Not really sure if I actually want to use that, though...</p><p></p><p>I consider it a feature, in fact, it was one of my main reasons for wanting to adopt this rule.</p><p></p><p>Multiclassing outside your Prime Attribute is a much more attractive option under this rule, as well. It also lets players shore up weaker defenses without sacrificing as much offense. You might also see players using certain types of attacks that they wouldn't before, like a Fighter using a bow instead of a heavy thrown weapon (but I kinda doubt this, honestly <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> )</p><p></p><p>Of course, I can't shake off the feeling that this rule actually makes a class's Prime Attribute <em>less</em> important than Secondary/Tertiary scores (The Fighter in particular seems to suffer from this), but *shrugs* I'm mostly fine with that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BarkingDeathSquirrel, post: 4649532, member: 12851"] I'm intending to use something similar: Everyone has a +4 attack base (+5 at 8th, +6 at 14th, +7 at 21st, and +8 at 27th), if your relevant ability score modifier (ie: Str for Fighter powers and basic melee attacks, etc) is higher, you get a +1 bonus. So... a Fighter at 1st level with 20 Strength would have a +5 attack bonus with any Str-based attacks, but a theoretical Fighter with 22 Str at 1st still has a +5 attack bonus, but does more damage. [I]Note: This is done mainly to prevent the Demigod and other Epic destines with +Ability Score bonuses from being anymore powerful then they already are[/I] If your relevant ability score modifier is negative, however, you get a -1 penalty. So, a Wizard with 8 Strength at 1st level only has a +3 base attack modifier when making a Str-based attack. This keeps the base attack bonuses within a certain range, but still provides a bit of variety in the attack bonuses possible. I also thought of something similar for defenses: If both relevant ability score modifiers are greater than 0, you get a +1 bonus to that defense. If both are negative, you get a -1 penalty to that defense. Not really sure if I actually want to use that, though... I consider it a feature, in fact, it was one of my main reasons for wanting to adopt this rule. Multiclassing outside your Prime Attribute is a much more attractive option under this rule, as well. It also lets players shore up weaker defenses without sacrificing as much offense. You might also see players using certain types of attacks that they wouldn't before, like a Fighter using a bow instead of a heavy thrown weapon (but I kinda doubt this, honestly :p ) Of course, I can't shake off the feeling that this rule actually makes a class's Prime Attribute [I]less[/I] important than Secondary/Tertiary scores (The Fighter in particular seems to suffer from this), but *shrugs* I'm mostly fine with that. :) [/QUOTE]
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The Class Stat Forked Thread: Power Points for powers - solves a lot of issues
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