Or something in between: any two at first level, and an extra one every 5 levels.
And later he says skeletons have no Charisma. Something's not right here.
This is different from powers because characters have easy access to powers but they don't have DM-controlled access to magic items.
Hopefully the game is created in such a way that attack bonus alone is just a small part of character's overall combat effectiveness. If so, cleric with attack...
What if magic weapons don't give +x to hit and damage but instead set your BAB? A weak magic sword would read: your bab is normal or +5, whatever is higher. A high-end artifact-level axe would read: your bab is +20 or your own, whichever is higher.
Same nonstacking rule could be applied to...
QUte the opposite, it makes no sense.
If 2 inexeprienced fighters fight, the fight will be over quickly because neither of them knows how to parry effectively and very soon one of them will land a lucky blow on another.
High level fighters, on the other hands, if evenly matched, can battle for...
+0 for normal magic items, give them abilities instead. Each magic weapon has a +X to attack and damage once per encounter though.
Artifacts and only artifacts have permanent +X and their encounter bonus is that much more potent.
I don't know what to vote...
A good solution to escalating numbers problem.
I would use a multiple roll mechanic with this system. What it does is to trade a bonus to roll for multiple rolls (choose best). This allows for greater customization and improves the odds of success, but you still can't reach DCs that were...
None of the above. I like the hybrid idea of 3e+4e. With it, a critical hit means you deal maximum damage (4e) but also make a confirmation check (3e). If you succeed, you deal extra dice of damage (based on weapon, skill, whatever).
I'd rather have the amount based on ability's value. For example, each 4 levels you choose 2 ability scores and increase each by +2 if it's 12 or less, or by +1 if 13 or more. People might be compelled to raise their weaker, less important abilities this way, creating more rounded characters.
With racial levels, multiclassing = crossbreeds?
So if I want to play an half elf I start as a human1/elf1. Now you can play any kind of hybrid, even a dwahumelf.
Because only in battle for life and death you want to kill your enemy. If you want to subdue or control them you will cast sleep or charm.
If you play a game where all confrontation ends in deaths, it is a shallow game.
The way I see it, the problem with save or dies is that they bypass HP mechanic. So one possible solution would be to make SoD dependant on HP, but of course they shouldn't just deal damage. If a damage dealing spell looks like this:
spell X
level 5
Deals 30 damage (reflex halves)
then a save...