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*Pathfinder & Starfinder
+1/level instead of +½ level?
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<blockquote data-quote="Fanaelialae" data-source="post: 5065349" data-attributes="member: 53980"><p>I've been tinkering with ideas along similar lines. Here's what I have so far:</p><p></p><p>Ability scores no longer influence attack or defenses, and have a lesser impact on skills.</p><p></p><p>Distribute 13 points between the following four combat values. All values start at 0 and may not be raised above 5.</p><p>Attack</p><p>AC & Ref</p><p>Fort</p><p>Will</p><p></p><p>-Attack replaces your ability modifier when making an attack roll, though it does not replace ability modifiers for damage or secondary effects. Expertise is either banned, or grants a non-scaling +1 bonus. The damage/crit bonuses granted by magic weapons/implements are still important, and either those items should be distributed as treasure, or the damage and crit damage bonuses converted to inherent bonuses based on level. It is the DM's choice whether the Attack modifier only modifies powers, or if general abilities such as basic attack are also modified. Powers that do not have either the weapon or implement keyword have their attack bonus reduced by 3 (by 6 at level 11, and 9 at level 21), to a minimum of +0.</p><p></p><p>-AC replaces your ability modifier for AC. It observes the normal restrictions, such as not stacking with heavy armor. Magic/masterwork armor bonuses do not increase AC.</p><p></p><p>-Fort/Ref/Will replace your ability modifier for the relevant defense. Feats which boost defenses are optionally allowable, but should never be allowed to stack. Magic neck items and masterwork armors do not increase defenses (other magic items that increase defenses are not recommended).</p><p></p><p>Skills use <em>either</em> your ability modifier, <em>or</em> your trained bonus, whichever is higher. The trained bonus is +5, with an additional +1 bonus per tier if the skill is on your class list. You can choose to be trained in skills that are not on your class list, although you will not benefit from the tier bonus. The Skill Training feat grants you a class skill; the feat gives you the tier bonus in addition to the trained bonus. Allowing backgrounds to grant +2 is not recommended.</p><p></p><p>I recommend an additional benefit to training, to make it a respectable choice even for players who have a high relevant ability score. I have a number of ideas, the simplest of which is to allow each trained skill to be rerolled once per session. Campaigns involving an unusual amount of skill use might allow rerolls once per day or even once per encounter, at the DM's discretion.</p><p></p><p>All of these values scale at a rate of +27 over 30 levels (+1 at every level <em>except</em> 1, 11, and 21). This replaces the +1/2 level modifier. You can easily change the challenge level of your campaign by increasing or decreasing the level modifier.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5065349, member: 53980"] I've been tinkering with ideas along similar lines. Here's what I have so far: Ability scores no longer influence attack or defenses, and have a lesser impact on skills. Distribute 13 points between the following four combat values. All values start at 0 and may not be raised above 5. Attack AC & Ref Fort Will -Attack replaces your ability modifier when making an attack roll, though it does not replace ability modifiers for damage or secondary effects. Expertise is either banned, or grants a non-scaling +1 bonus. The damage/crit bonuses granted by magic weapons/implements are still important, and either those items should be distributed as treasure, or the damage and crit damage bonuses converted to inherent bonuses based on level. It is the DM's choice whether the Attack modifier only modifies powers, or if general abilities such as basic attack are also modified. Powers that do not have either the weapon or implement keyword have their attack bonus reduced by 3 (by 6 at level 11, and 9 at level 21), to a minimum of +0. -AC replaces your ability modifier for AC. It observes the normal restrictions, such as not stacking with heavy armor. Magic/masterwork armor bonuses do not increase AC. -Fort/Ref/Will replace your ability modifier for the relevant defense. Feats which boost defenses are optionally allowable, but should never be allowed to stack. Magic neck items and masterwork armors do not increase defenses (other magic items that increase defenses are not recommended). Skills use [i]either[/i] your ability modifier, [i]or[/i] your trained bonus, whichever is higher. The trained bonus is +5, with an additional +1 bonus per tier if the skill is on your class list. You can choose to be trained in skills that are not on your class list, although you will not benefit from the tier bonus. The Skill Training feat grants you a class skill; the feat gives you the tier bonus in addition to the trained bonus. Allowing backgrounds to grant +2 is not recommended. I recommend an additional benefit to training, to make it a respectable choice even for players who have a high relevant ability score. I have a number of ideas, the simplest of which is to allow each trained skill to be rerolled once per session. Campaigns involving an unusual amount of skill use might allow rerolls once per day or even once per encounter, at the DM's discretion. All of these values scale at a rate of +27 over 30 levels (+1 at every level [i]except[/i] 1, 11, and 21). This replaces the +1/2 level modifier. You can easily change the challenge level of your campaign by increasing or decreasing the level modifier. [/QUOTE]
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+1/level instead of +½ level?
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