What if we removed the half-level bonus to everything?

Ok, I haven't considered that. But I don't like the idea of changing base chance to +-50% across all levels in all scenarios. This is taking things too far IMO as it makes the game..well bland.
That's my thought, anyway.

On the other hand, removing the +1/2 modifier from PCs and by extension reducing monsters' stats by 1/2 level is a valid idea and worth exploring.
If you don't mind me asking: Why? (I'm not being critical, just curious.)

One of the fun things (for me, and most people I play with) is having a sense that a PC is improving. By taking away the +1/2 bonus, you take away some of that. Is there some big pay-off that counter-acts that loss?

Another example: In both games I currently play in, the DMs don't really hand out XP. We just level up after a few sessions. It's clear this is cleaner and faster....but it takes away a feeling of "gaining" something, session over session.

In a sense, the psychology of the numbers getting better means as much as the numbers themselves.
 

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I don't think that's accurate, I think the problem lies in the peoples perception and there alone.
Agreed in principle. But the "fraction" of your bonus to hit (and whatever else) that comes from equipment becomes much larger.

You could state that players lose the +1/2 level bonus, but gain +1/5 level bonus on attack and damage rolls with appropriate weapons and implements and to defenses with armor they are proficient with. Then you remove bonuses from magic items. I don't know if I like that idea but at least it almost completly removes magic item dependency.
I did something like that in my last 3.5e campaign. It was "okay", but not great. Let's face it: people like getting loot!
 

That's my thought, anyway.

If you don't mind me asking: Why? (I'm not being critical, just curious.)

One of the fun things (for me, and most people I play with) is having a sense that a PC is improving. By taking away the +1/2 bonus, you take away some of that. Is there some big pay-off that counter-acts that loss?
True, some, but at the 2nd page I posted what other things PCs gain when leveling beside number boni. And that's a lot.
Why you ask. To put it plainly it simplifies the game a little, throws away unnecessary calculation when leveling as well as hassle with erasing half of the character sheet. It the same as with 4e removing ability damage (recalculating sucks), just on a smaller scale.

Another example: In both games I currently play in, the DMs don't really hand out XP. We just level up after a few sessions. It's clear this is cleaner and faster....but it takes away a feeling of "gaining" something, session over session.

In a sense, the psychology of the numbers getting better means as much as the numbers themselves.
I suppose it's one of those things that you have to try for a while before getting used to it. After that you will wonder why didn't you like it in the first place :)
 

That is: a 15th level Fighter is only 15th level as long as he has his +4 Longsword of Awesomeness. That's how it'd feel, anyway.

Correct me if I'm wrong (I'm sure you will :P), but I thought that The Math (tm WotC) specifically takes into account magic items. If this is the case then it's the already the case in 4E regardless of what you take away - if, as a 15th level character, you don't have a +4 weapon, you're behind the curve. Shifting the numbers down (essentially what is positted here) won't change that.
 

Correct me if I'm wrong (I'm sure you will :P), ...
Oooh, boy. Looks like my posting style needs some refinement and polishing. :)

You're right: the 4e rules implicitly account for the PCs gaining (level appropriate) magic items. And stat boosts. And whatever feat boosts are in the core rules. And occasional boosts from fellow PCs.

But if you compare a 15th level Fighter to a 1st level Fighter, and the most significant difference in their attack values is their equipment differences....it starts to look funny.

Put another way: What's the difference between a 11th and 15th level fighter?

The sword he carries.

That's it? :\
 

Put another way: What's the difference between a 11th and 15th level fighter?

The sword he carries.

That's it? :

- paragon path utility power 12
- 2 paragon feats
- improved (replaced) encounter and daily power
- +1 to two ability scores
- +24 hit points
- +6 healing surge value
- the sword he carries ;)
 

True, some, but at the 2nd page I posted what other things PCs gain when leveling beside number boni. And that's a lot.
Why you ask. To put it plainly it simplifies the game a little, throws away unnecessary calculation when leveling as well as hassle with erasing half of the character sheet. It the same as with 4e removing ability damage (recalculating sucks), just on a smaller scale.

It's supposed to take approximately 10 encounters to level up your PC's, so that would mean 20 encounters to go up two levels. So you're proposing a complete overhaul of the system to avoid adding 1 to a bunch of numbers every 20 encounters? This seems to be the opposite of simplifying the system.

Also, in regards to the magic item issue, I don't think you're understanding the point.

A level 30 character might have something like a +32. That's +15 for level, +8 for his main stat (started at 18 and pumped it every level), +6 weapon and a +3 for weapon proficiency. Another character in the party might only be using a +2 proficiency weapon, and he only started with a 16 in his main stat, so he would have a +30. That's a difference of only 6.25%, which is fairly minor.

Remove the level mechanic and you will instead have a character with a +17 and another with +15. That's a difference of 11.76%, which is a little bigger. This is what the others were talking about...without the 1/2 level mods you lose the padding. Suddenly, a character's weapon becomes a LOT more important. My Axe and Shield Fighter is suddenly missing 5% more than a Fullblade Fighter, or perhaps even as much as 10 or 15% more if he had a slightly lower ability score, or had an effect like a mark that was giving him a negative to hit.

By removing the padding you effectively double the effects of everything else in the game. To correct for that would be a massive headache. You can't just cut the bonuses in half, because then the low level encounters will be super hard because enemies will have 17AC but you'll only have a +3 to hit because all the modifiers only count for 1/2 their value.
 

It's supposed to take approximately 10 encounters to level up your PC's, so that would mean 20 encounters to go up two levels. So you're proposing a complete overhaul of the system to avoid adding 1 to a bunch of numbers every 20 encounters? This seems to be the opposite of simplifying the system.

Also, in regards to the magic item issue, I don't think you're understanding the point.

A level 30 character might have something like a +32. That's +15 for level, +8 for his main stat (started at 18 and pumped it every level), +6 weapon and a +3 for weapon proficiency. Another character in the party might only be using a +2 proficiency weapon, and he only started with a 16 in his main stat, so he would have a +30. That's a difference of only 6.25%, which is fairly minor.

Remove the level mechanic and you will instead have a character with a +17 and another with +15. That's a difference of 11.76%, which is a little bigger. This is what the others were talking about...without the 1/2 level mods you lose the padding. Suddenly, a character's weapon becomes a LOT more important. My Axe and Shield Fighter is suddenly missing 5% more than a Fullblade Fighter, or perhaps even as much as 10 or 15% more if he had a slightly lower ability score, or had an effect like a mark that was giving him a negative to hit.

By removing the padding you effectively double the effects of everything else in the game. To correct for that would be a massive headache. You can't just cut the bonuses in half, because then the low level encounters will be super hard because enemies will have 17AC but you'll only have a +3 to hit because all the modifiers only count for 1/2 their value.
What you say about the proportions is true, but I don't see how it's relevant to anything. Your complaint would make sense if we were talking about a resource like hit points or feat slots, but it seems silly in this context. What matters about your defenses, attack bonuses and so on is never the absolute numbers, it is how they compare to those of your opponents. It simply doesn't matter that your attack bonus is 10% better than someone else's. It matters that it's good enough to hit typical opponents 60% rather than 50% of the time. And against same-leveled opponents, that doesn't change at all, while it flattens out considerably against much lower- and higher-leveled opponents; but in neither case does it matter that the number is +32 instead of +17, provided the monsters' numbers to which that's being compared change in the same way. The difference enhancement bonuses make is the same either way.
 
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What you say about the proportions is true, but I don't see how it's relevant to anything. Your complaint would make sense if we were talking about a resource like hit points or feat slots, but it seems silly in this context. What matters about your defenses, attack bonuses and so on is never the absolute numbers, it is how they compare to those of your opponents. It simply doesn't matter that your attack bonus is 10% better than someone else's. It matters that it's good enough to hit typical opponents 60% rather than 50% of the time. And against same-leveled opponents, that doesn't change at all, while it flattens out considerably against much lower- and higher-leveled opponents; but in neither case does it matter that the number is +32 instead of +17, provided the monsters' numbers to which that's being compared change in the same way. The difference enhancement bonuses make is the same either way.

Okay, I guess you're not understanding here. The point of my post was pointing out an issue of choice in your PC's and they lay out their stats/feats/weapon choices. If a player wants to take a 16 in their primary stat in order to put some extra points in a tertiary stat, they can do that and not lose a lot of effectiveness. When you eliminate the 1/2 level bonus though, suddenly every point of to-hit counts for twice as much. So every choice a character makes, such as picking axes over swords, becomes much more impactful to the overall build and the game.
 

The OP (if I understand him correctly) didn't want to worry about level at all.

I think you misunderstood me. I was just positing what would happen if you removed an, in my mind, extraneous bonus from everything. In other words, I was wondering how essential this half-level bonus actually was.

If, instead, he meant "simply impose a -1/2 level penalty on all PC and monster stats", then I agree that the net difference is the same.

That's basically what I was getting at.

It occurs to me that in addition to the "less difference" problem, subtracting the +1/2 level also emphasizes magic item choices much more than they are now, at least proportionally.

While this may be true from a purely aesthetic stand point, I don't think it's true from a mathematical one. That is, it might look like it makes magic items more important, but it doesn't.

That said, if your Nth level fighter doesn't have weapon, armor and neck-slot items with at least a +[(N/5)-1] bonus, then he's probably pretty gimped to begin with, with or without the half-level bonus obscuring things.

I don't think that's accurate, I think the problem lies in the peoples perception and there alone. Under currect rules, if you are a 30th level and don't have +6 weapon, you will lag 6 points behind the number you are supposed to have. If you reduce (at 30th level) the PC attack bonus and monster's defenses by 15 each, you will still lag 6 points. Mechanically nothing will change, the chance to hit will be identical.

However, under 4e, your +6 bonus is only a fraction of that +30 you have from other sources, while under those proposed rules it is +6 of +15 or something similar, making it look like the bonus matters more (while in reality it doesn't).


You could state that players lose the +1/2 level bonus, but gain +1/5 level bonus on attack and damage rolls with appropriate weapons and implements and to defenses with armor they are proficient with. Then you remove bonuses from magic items. I don't know if I like that idea but at least it almost completly removes magic item dependency.

That's a pretty common, and semi-official-but-not-really house rule for low-magic campaigns; ditch the enhancement bonuses and give +1/5 levels to defenses, attack rolls and damage.

One. It will tend to shift existing (that is, written without this rule in mind) challenges toward a single difficulty. That is, previously easy fights will become harder (since the party lost more from the D20 than the monster/skill challenge lost from the DC), and previously hard fights will become easier (the opposite).

Yes. And I personally see this as a beneficial thing, as it broadens the acceptable level band and gives the DM more options to throw at PCs.

Two. It will make writing new creatures and challenges more difficult. Currently, if you write a new monster, you have some padding in the design process. If the powers you have chosen are a little too good or too bad, the fact that the creatures attacks and defenses vary so aggressively by virtue of the simple level math smooths it out. Taking that away, even only by half, makes the balancing act that much harder.

I disagree, for basically the same reason as with magic items above: Changing a monster's attack bonus or defense is going to have virtually the same effect with or without the level-dependent bonus.

Three. There will be weird fringe effects. What about truly fixed DCs, like wall climbing and gap jumping? High level characters no longer improve at these. Unless every wall now has to have a level as well as a DC, in which case, the higher level you make the challenge of the wall, the EASIER it is to climb (since it starts at a fixed DC, and you subtract half the level). DCs set by tier (such as monster lore, trapfinding, lockpicking, and so on) will have a "sawtooth" style plot of success chance based on the level of the device/monster, where, for the same character, it will be EASIER to pick/find/learn about higher level challenges than lower level ones, for the same character.

That's actually, in my mind, one of the best things about this. As I said, I hate the skill system and scaling DCs as they stand now. I think static DCs should be static. Why should the 30th level wizard who can't dance to save his life get a +15 to acrobatics?

This doesn't remove skill advancement, skill advancement was never there in the first place. It was all an illusion. If you want to advance in a skill, train in it. If you want to advance farther, focus in it. At that point, you've got a +8 bonus, which is pretty damn good when you're talking about static DCs which will usually be in the 10-20 range.
 

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