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*Pathfinder & Starfinder
Abilities Capped at 20 Won't Work
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<blockquote data-quote="ren1999" data-source="post: 5931362" data-attributes="member: 85179"><p>If a highest level character is evenly matched with a highest level monster.</p><p>Then to avoid jumping the RNG(random number generator), all bonuses combined must be 20 or under.</p><p></p><p>In an arm wrestling match..</p><p>1d20(+10str mod) versus 10(+10str mod)</p><p>the character has a 50% chance to win against an evenly matched monster</p><p></p><p>NATURAL BONUS</p><p>a maximum ability</p><p>3 to 18 from the roll</p><p>+1 from a racial bonus</p><p>+1 from a class bonus</p><p>+1 to a chosen ability score per level-up</p><p>+1 from all feats that increase the ability</p><p>as long as the level-ups and feats don't stack above 20</p><p>for a maximum of 20(+5)</p><p>This will be called the Natural Bonus and be applied to all toHits, damages and skill rolls</p><p></p><p>MAGICAL BONUS</p><p>the character's ability score could be increased by a stacking cap of 10 so that the ability score goes to 30(+10) as long as the DM allows such magical weapons to exist. The character could become as strong as a dragon if the DM allowed it. The toHit and damage of that magical weapon would then receive this bonus of +6 to +10 toHit and damage.</p><p></p><p>magical bonuses could be applied to ability or skill checks if they are relevant. A girdle of Ogre strength could be applied to strength checks.</p><p></p><p>Here is my idea for limiting all bonuses. </p><p>natural ability scores and modifiers for characters 20(+5), racial bonuses will handle the differences between humanoids</p><p></p><p>natural + magical bonuses 30(+10) as long as the DM allows it.</p><p></p><p>situation modifiers stack to a limit of +10</p><p></p><p>20(+5) NATURAL ability score and modifier applied to all toHit, damage and skill rolls</p><p></p><p>30(+10)MAGICAL natural and magical ability score and modifier applied to the appropriate weapon or skill or ability roll with the aid of the magical item</p><p></p><p>+10 or -10 SITUATION modifiers</p><p></p><p>1d20+10 +/- 10 vs 10+10</p><p></p><p>I think that will satisfy this problem of how characters can level-up and still keep the math flat, reduce power creep and stop jumping the RNG.</p><p></p><p>leveling up should not increase any toHit directly but rather indirectly through feats and abilities. </p><p></p><p>Feats should increase abilities which should increase toHit and damage.</p><p></p><p>No need to add 1/2 level directly to all rolls. As long as 1 ability score increases per level, it will be o.k. People will feel like their characters are improving because they are. And they'll still see a gradual increase in toHit.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5931362, member: 85179"] If a highest level character is evenly matched with a highest level monster. Then to avoid jumping the RNG(random number generator), all bonuses combined must be 20 or under. In an arm wrestling match.. 1d20(+10str mod) versus 10(+10str mod) the character has a 50% chance to win against an evenly matched monster NATURAL BONUS a maximum ability 3 to 18 from the roll +1 from a racial bonus +1 from a class bonus +1 to a chosen ability score per level-up +1 from all feats that increase the ability as long as the level-ups and feats don't stack above 20 for a maximum of 20(+5) This will be called the Natural Bonus and be applied to all toHits, damages and skill rolls MAGICAL BONUS the character's ability score could be increased by a stacking cap of 10 so that the ability score goes to 30(+10) as long as the DM allows such magical weapons to exist. The character could become as strong as a dragon if the DM allowed it. The toHit and damage of that magical weapon would then receive this bonus of +6 to +10 toHit and damage. magical bonuses could be applied to ability or skill checks if they are relevant. A girdle of Ogre strength could be applied to strength checks. Here is my idea for limiting all bonuses. natural ability scores and modifiers for characters 20(+5), racial bonuses will handle the differences between humanoids natural + magical bonuses 30(+10) as long as the DM allows it. situation modifiers stack to a limit of +10 20(+5) NATURAL ability score and modifier applied to all toHit, damage and skill rolls 30(+10)MAGICAL natural and magical ability score and modifier applied to the appropriate weapon or skill or ability roll with the aid of the magical item +10 or -10 SITUATION modifiers 1d20+10 +/- 10 vs 10+10 I think that will satisfy this problem of how characters can level-up and still keep the math flat, reduce power creep and stop jumping the RNG. leveling up should not increase any toHit directly but rather indirectly through feats and abilities. Feats should increase abilities which should increase toHit and damage. No need to add 1/2 level directly to all rolls. As long as 1 ability score increases per level, it will be o.k. People will feel like their characters are improving because they are. And they'll still see a gradual increase in toHit. [/QUOTE]
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Abilities Capped at 20 Won't Work
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