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General Tabletop Discussion
*Pathfinder & Starfinder
4th Ed low(ish) fantasy
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<blockquote data-quote="bramadan" data-source="post: 5765242" data-attributes="member: 1064"><p>I was thinking of how to go about giving 4th ed more low-fantasy feel where conflict with other humans is reasonable alternative to fighting ever more powerful monsters and where magic items are not necessary for character progression.</p><p></p><p>What seems to me is that one way to get there is to get rid of the to-hit/defense escalator that pushed PCs and monsters up the power curve so fast as to make early opponents utterly meaningless already by the second half of the heroic tier (much less in late paragon). </p><p></p><p>Idea is to get rid of the magic item bonuses to hit and damage (while allowing the properties of magic items to hold) ability score increases and 1/2 level bonuses to everything, while retaining the HP gain, feats and powers resulting from level progression. </p><p>In addition, I would give PCs +1 to damage rolls for every three levels straight out (to compensate for the loss from items and stat bonus loss)</p><p></p><p>In exchange, monsters would lose their +1 per level benefits.</p><p></p><p>Feats like expertise would be allowed but would lose their tier scaling (because it only exists in order to "fix" the PCs up to correct monster scaling) . Increase in stats from epic destinies would be allowed. </p><p></p><p>Net result would be that the lower level challengers would still be challenging (particularly in sufficient numbers) for a number of levels - even though they would still be easy to dispatch individually (due to HP/damage discrepancy). PC sense of progression could be therefore maintained (through ever better powers and feats) even against relatively static adventuring environment (i.e. it would be possible to run a whole campaign in a single (normal-ish) city without having to dramatically change the circumstances to introduce lots of super-high level villains and monsters).</p><p></p><p>Let me know what you think.</p></blockquote><p></p>
[QUOTE="bramadan, post: 5765242, member: 1064"] I was thinking of how to go about giving 4th ed more low-fantasy feel where conflict with other humans is reasonable alternative to fighting ever more powerful monsters and where magic items are not necessary for character progression. What seems to me is that one way to get there is to get rid of the to-hit/defense escalator that pushed PCs and monsters up the power curve so fast as to make early opponents utterly meaningless already by the second half of the heroic tier (much less in late paragon). Idea is to get rid of the magic item bonuses to hit and damage (while allowing the properties of magic items to hold) ability score increases and 1/2 level bonuses to everything, while retaining the HP gain, feats and powers resulting from level progression. In addition, I would give PCs +1 to damage rolls for every three levels straight out (to compensate for the loss from items and stat bonus loss) In exchange, monsters would lose their +1 per level benefits. Feats like expertise would be allowed but would lose their tier scaling (because it only exists in order to "fix" the PCs up to correct monster scaling) . Increase in stats from epic destinies would be allowed. Net result would be that the lower level challengers would still be challenging (particularly in sufficient numbers) for a number of levels - even though they would still be easy to dispatch individually (due to HP/damage discrepancy). PC sense of progression could be therefore maintained (through ever better powers and feats) even against relatively static adventuring environment (i.e. it would be possible to run a whole campaign in a single (normal-ish) city without having to dramatically change the circumstances to introduce lots of super-high level villains and monsters). Let me know what you think. [/QUOTE]
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