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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alternatives to the feat-tax solution to to-hit and F/R/W defenses
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<blockquote data-quote="Elric" data-source="post: 4746786" data-attributes="member: 1139"><p>This solution ends up very similar in terms of to-hit and defenses to my solution above. The difference is that I remove MW light armors and scale down MW heavy armors, both of which take effect at high levels (+4 armor for light armor, +5 for heavy armor) and prevents AC from scaling faster than monster to-hit. This also means that, in my fix, AC scales at the exact same rate as FRW; if AC effectively scales 3 faster than it does now and FRW scales 4 faster, you've only made up 1 point of the 3 average that AC scales faster than FRW in the default rules.</p><p></p><p>One benefit of changing AC a bit is that as written (and you’ve noticed), AC actually gets pretty far behind monster to-hit, hitting an average of around -3 for most of levels 21-27 (for heavy armor, assuming it upgrades at 3/8 levels). So my proposal only causes AC to scale 1 faster over 29 levels, but raises it quicker, preventing it from ever falling behind that far.</p><p></p><p>The other big difference is that if your solution is using monsters at lower levels (I’m assuming this means using 5 monsters of 1/2/3 levels lower as an "even level encounter", rather than using more monsters of lower levels), this impacts monster damage, hit points, and other abilities. At level 5, people don't typically complain of grind, and removing one level of monster HP will be a pretty big proportion of total monster HP. On top of all the other changes, this might make these levels too easy.</p><p></p><p>Lastly, there may be a psychological component where if you're banning these newfangled and powerful feats, players would prefer to have the bonuses on their character sheet rather than assurances that you, the DM, will compensate by sending lower level monsters at the party (or essentially running them through a level 12 module when they're level 13, for example). If you give the bonuses directly to players, it may feel less like you're taking away a benefit they were expecting.</p></blockquote><p></p>
[QUOTE="Elric, post: 4746786, member: 1139"] This solution ends up very similar in terms of to-hit and defenses to my solution above. The difference is that I remove MW light armors and scale down MW heavy armors, both of which take effect at high levels (+4 armor for light armor, +5 for heavy armor) and prevents AC from scaling faster than monster to-hit. This also means that, in my fix, AC scales at the exact same rate as FRW; if AC effectively scales 3 faster than it does now and FRW scales 4 faster, you've only made up 1 point of the 3 average that AC scales faster than FRW in the default rules. One benefit of changing AC a bit is that as written (and you’ve noticed), AC actually gets pretty far behind monster to-hit, hitting an average of around -3 for most of levels 21-27 (for heavy armor, assuming it upgrades at 3/8 levels). So my proposal only causes AC to scale 1 faster over 29 levels, but raises it quicker, preventing it from ever falling behind that far. The other big difference is that if your solution is using monsters at lower levels (I’m assuming this means using 5 monsters of 1/2/3 levels lower as an "even level encounter", rather than using more monsters of lower levels), this impacts monster damage, hit points, and other abilities. At level 5, people don't typically complain of grind, and removing one level of monster HP will be a pretty big proportion of total monster HP. On top of all the other changes, this might make these levels too easy. Lastly, there may be a psychological component where if you're banning these newfangled and powerful feats, players would prefer to have the bonuses on their character sheet rather than assurances that you, the DM, will compensate by sending lower level monsters at the party (or essentially running them through a level 12 module when they're level 13, for example). If you give the bonuses directly to players, it may feel less like you're taking away a benefit they were expecting. [/QUOTE]
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Community
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Alternatives to the feat-tax solution to to-hit and F/R/W defenses
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