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General Tabletop Discussion
*Pathfinder & Starfinder
A question to those that give the expertise feat for free
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<blockquote data-quote="RangerWickett" data-source="post: 5194009" data-attributes="member: 63"><p>I do wish the options for screwing with the 'default math' were a little more tightly reined in. </p><p></p><p>Like, if PCs tend to get +x to hit, then monster defenses would tend to be 10+x. PCs might vary from x-2 to x+2, and they might be able to get combat advantage (+2 to hit) and gain some power bonus (max +2 bonus to hit). Monsters with particular roles or gimmicks might have slightly better or worse defenses (8+x to 12+x).</p><p></p><p>So you end up needing to roll 13 or higher if you're poorly optimized and just attacking a turtle monster without strategy.</p><p></p><p>11 or higher if you're normal but fighting a turtle, or suboptimal fighting a normal monster.</p><p></p><p>9 or higher if you're normal in normal conditions.</p><p></p><p>5 or higher if you're getting combat advantage and are receiving a power bonus.</p><p></p><p>And occasionally 3 or higher if you're doing everything right, and are targeting a monster's weak defense. </p><p></p><p>Give the game a normal spread of needing 5 to 11, with a few outliers due to bad builds or weak monsters. On very rare occasions, you might get a higher bonus, due to action points or daily powers. And of course if a PC is forced to use an inappropriate weapon, he might have a harder time, but that's a special situation.</p><p></p><p>(Also, you can vary it if you have higher or lower level monsters than usual, though I actually rather dislike the "numbers always go up" design, and would remove it if I were designing the game.)</p><p></p><p> </p><p>That's what I'd do if I were to do a 4.5. Narrow the number range a bit more, and put a hard limit on how much buffing and debuffing you can apply.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5194009, member: 63"] I do wish the options for screwing with the 'default math' were a little more tightly reined in. Like, if PCs tend to get +x to hit, then monster defenses would tend to be 10+x. PCs might vary from x-2 to x+2, and they might be able to get combat advantage (+2 to hit) and gain some power bonus (max +2 bonus to hit). Monsters with particular roles or gimmicks might have slightly better or worse defenses (8+x to 12+x). So you end up needing to roll 13 or higher if you're poorly optimized and just attacking a turtle monster without strategy. 11 or higher if you're normal but fighting a turtle, or suboptimal fighting a normal monster. 9 or higher if you're normal in normal conditions. 5 or higher if you're getting combat advantage and are receiving a power bonus. And occasionally 3 or higher if you're doing everything right, and are targeting a monster's weak defense. Give the game a normal spread of needing 5 to 11, with a few outliers due to bad builds or weak monsters. On very rare occasions, you might get a higher bonus, due to action points or daily powers. And of course if a PC is forced to use an inappropriate weapon, he might have a harder time, but that's a special situation. (Also, you can vary it if you have higher or lower level monsters than usual, though I actually rather dislike the "numbers always go up" design, and would remove it if I were designing the game.) That's what I'd do if I were to do a 4.5. Narrow the number range a bit more, and put a hard limit on how much buffing and debuffing you can apply. [/QUOTE]
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