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Abilities Capped at 20 Won't Work
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5931383" data-attributes="member: 882"><p>[MENTION=85179]ren1999[/MENTION]</p><p></p><p>I am finding it difficult to understand your point in that last post. I will try to work it out though:</p><p></p><p>To begin with, the maximum bonus from an ability will be +5. You propose that magic should increase abilities, making the theoretical maximum bonus +10. This would be terrible, and bring us right back to the 3rd edition mentality of +6 to every ability you can get. Nothing should increase ability scores apart perhaps from level increase (which may or may not exist). Yes, gauntlets of ogre strength might add to Strength checks or saves, or maybe even damage, but let's avoid ability increase.</p><p></p><p>You then think that there might be +10 situational modifiers. Now so far we've seen +2 from class abilities, +1/+2 from spells, low scale stuff. I hope it stays that way. +10 situational (whether that be through character choice or circumstance) is too great a difference between characters who choose to specialise and those who don't.</p><p></p><p>Finally you say that people will feel that they are becoming more effective if their to-hit bonuses increase. This isn't true if the AC of your enemies also increases at the same rate (4th edition) - all it does is determine the range of monsters you can currently hit. Far, far better is to have the best monster AC no more than 10 greater than the worst monster AC, and use damage/HP increase to determine which monsters you can fight vs. those that are cannon fodder.</p><p></p><p>Imagine at 1st level, the best attack modifier you could get was +8 (+5 ability, +2 class, I'll guess a +1 elsewhere). You hit unarmoured commoners with ease. You hit the heaviest armoured king (at the moment) half of the time. You might need an 17 to hit a dragon (AC 25 let's say). The difference is that the commoner and the king have few enough hit points you might need only 1-2 hits to kill them. The dragon, with your paltry 1d8+5 damage, will need more like 20. Fast forward to level 20 (let's say), and you have maybe acquired another +2 to hit, for +10. You hit that dragon on a 15, pretty nice, but now you're doing 1d8+25 damage (+1 per level, made up rules), the dragon only needs 7-8 hits. A tough fight still, but I'm sure you've acquired feats and spells to help out in ways OTHER than +X to hit and +X damage.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5931383, member: 882"] [MENTION=85179]ren1999[/MENTION] I am finding it difficult to understand your point in that last post. I will try to work it out though: To begin with, the maximum bonus from an ability will be +5. You propose that magic should increase abilities, making the theoretical maximum bonus +10. This would be terrible, and bring us right back to the 3rd edition mentality of +6 to every ability you can get. Nothing should increase ability scores apart perhaps from level increase (which may or may not exist). Yes, gauntlets of ogre strength might add to Strength checks or saves, or maybe even damage, but let's avoid ability increase. You then think that there might be +10 situational modifiers. Now so far we've seen +2 from class abilities, +1/+2 from spells, low scale stuff. I hope it stays that way. +10 situational (whether that be through character choice or circumstance) is too great a difference between characters who choose to specialise and those who don't. Finally you say that people will feel that they are becoming more effective if their to-hit bonuses increase. This isn't true if the AC of your enemies also increases at the same rate (4th edition) - all it does is determine the range of monsters you can currently hit. Far, far better is to have the best monster AC no more than 10 greater than the worst monster AC, and use damage/HP increase to determine which monsters you can fight vs. those that are cannon fodder. Imagine at 1st level, the best attack modifier you could get was +8 (+5 ability, +2 class, I'll guess a +1 elsewhere). You hit unarmoured commoners with ease. You hit the heaviest armoured king (at the moment) half of the time. You might need an 17 to hit a dragon (AC 25 let's say). The difference is that the commoner and the king have few enough hit points you might need only 1-2 hits to kill them. The dragon, with your paltry 1d8+5 damage, will need more like 20. Fast forward to level 20 (let's say), and you have maybe acquired another +2 to hit, for +10. You hit that dragon on a 15, pretty nice, but now you're doing 1d8+25 damage (+1 per level, made up rules), the dragon only needs 7-8 hits. A tough fight still, but I'm sure you've acquired feats and spells to help out in ways OTHER than +X to hit and +X damage. [/QUOTE]
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