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<blockquote data-quote="Xeviat" data-source="post: 7558395" data-attributes="member: 57494"><p>It's actually a good way to allow for interesting notions with the different weapons. If certain effects require giving up a weapon die or weapon dice, and others require giving up ability damage, it would make those effects favor light weapons or heavy weapons respectively. You could favor choices without having to restrict them.</p><p></p><p>But, this type of stuff might be easier under the 4E structure since ability scores grow faster. In my early attempts to start on this, assuming 1d8 as baseline and 18 Stat, you could build a system where weapon die damage scaled at a rate similar, though more spikey, than ability mod + enhancement mod scaling.</p><p></p><p>This talk has got me thinking that maybe 5E's bounded accuracy curve may make monster design easier, since minions might not be required if higher level characters are routinely doing considerably more damage per hit. But I do like minion, standard, elite, and solo distinctions from an encounter design perspective, a higher level monster doesn't have AC out of the range of lower level characters so that could work for being solos and elites.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7558395, member: 57494"] It's actually a good way to allow for interesting notions with the different weapons. If certain effects require giving up a weapon die or weapon dice, and others require giving up ability damage, it would make those effects favor light weapons or heavy weapons respectively. You could favor choices without having to restrict them. But, this type of stuff might be easier under the 4E structure since ability scores grow faster. In my early attempts to start on this, assuming 1d8 as baseline and 18 Stat, you could build a system where weapon die damage scaled at a rate similar, though more spikey, than ability mod + enhancement mod scaling. This talk has got me thinking that maybe 5E's bounded accuracy curve may make monster design easier, since minions might not be required if higher level characters are routinely doing considerably more damage per hit. But I do like minion, standard, elite, and solo distinctions from an encounter design perspective, a higher level monster doesn't have AC out of the range of lower level characters so that could work for being solos and elites. [/QUOTE]
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