Sadrik
First Post
What about this variant:
You hit AC with a '10' or better.
You hit other defenses with an '8' or better.
And '20' still crits, of course.
This simple change that changes quite a lot. It is a cut to the chase idea, what was all the math attempting to do and it does it without calculating at all.
Modifiers to hit via combat advantage, range or abilities/powers still apply. Feat bonuses would not (or if you really do like the bonus to hit feats keep them).
Why:
1. The math was worked so that players should be doing this or thereabouts in the RAW but it fails in areas and overcompensates in others.
2. It makes having maxed out stats less important.
3. Theoretically the party will always be fighting monsters in their narrow band of level (slightly below or above) so the differences are not worth the extra math consideration.
4. Defenses do not need to be calculated. Let me repeat, defenses do not need to be calculated. It solves a main concern of mine with 4e: stat polarity. Dumping one stat to maximize another in the three pairs creates so less than organic characters (smart or quick, strong or tough, wise or charismatic).
5. Simplicity and elegance. How easy is it to tell your new player that you hit on a 10+? No worries about calculating defenses or attack modifiers and it falls in line with the save system too...
Some interesting effects:
1. The biggest change is, it is as easy to hit a commoner minion as a demon prince. I don't see this as a problem because with level advancements damage should be going up and a demon prince has a couple more hit points.![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
2. It makes wearing armor a style thing. I am quite sure that this will be the most unpopular thing with this idea. I personally am not bothered by this.
3. Magic weapons and implement bonuses only add to damage now.
4. Proficiency weapon bonus is ignored making certain weapons that got +3 sub par. Bump the damage up by a die type or give them brutal 1 or something. Not a difficult fix.
5. Some monsters have really high defenses in certain areas. This is a simple remedy, give a penalty to hit them with Fortitude attacks or whatever the defense may be.
You hit AC with a '10' or better.
You hit other defenses with an '8' or better.
And '20' still crits, of course.
This simple change that changes quite a lot. It is a cut to the chase idea, what was all the math attempting to do and it does it without calculating at all.
Modifiers to hit via combat advantage, range or abilities/powers still apply. Feat bonuses would not (or if you really do like the bonus to hit feats keep them).
Why:
1. The math was worked so that players should be doing this or thereabouts in the RAW but it fails in areas and overcompensates in others.
2. It makes having maxed out stats less important.
3. Theoretically the party will always be fighting monsters in their narrow band of level (slightly below or above) so the differences are not worth the extra math consideration.
4. Defenses do not need to be calculated. Let me repeat, defenses do not need to be calculated. It solves a main concern of mine with 4e: stat polarity. Dumping one stat to maximize another in the three pairs creates so less than organic characters (smart or quick, strong or tough, wise or charismatic).
5. Simplicity and elegance. How easy is it to tell your new player that you hit on a 10+? No worries about calculating defenses or attack modifiers and it falls in line with the save system too...
Some interesting effects:
1. The biggest change is, it is as easy to hit a commoner minion as a demon prince. I don't see this as a problem because with level advancements damage should be going up and a demon prince has a couple more hit points.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
2. It makes wearing armor a style thing. I am quite sure that this will be the most unpopular thing with this idea. I personally am not bothered by this.
3. Magic weapons and implement bonuses only add to damage now.
4. Proficiency weapon bonus is ignored making certain weapons that got +3 sub par. Bump the damage up by a die type or give them brutal 1 or something. Not a difficult fix.
5. Some monsters have really high defenses in certain areas. This is a simple remedy, give a penalty to hit them with Fortitude attacks or whatever the defense may be.