Are stat modifiers really bonus + 1/2 per level?

Sphyre said:
I think all attacks are going to have the following rules:

  • You roll a d20
  • You add your BAB (or half your char level, since they are all standardized now)
  • You add an ability modifier
  • You add any other bonuses, such as the rogue's weapon talent or enhancement bonuses

Then you compare it to

  • An enemy defense and refer to the power to determine results

Since different powers have different ability modifiers that modify them, attack different defenses and have different effects, each power is written in a format to tell you each variable in the attack equation.

I believe (and hope) that you are correct. IMO this method is the easiest to remember and the most elegant solution.
 

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Peter LaCara said:
No. There is no more BAB. Attacks are probably going to be "Ability" or skill vs defense. There is no need for BAB in that kind of model.

I tend to agree. I think that some classes might get a flat base attack bonus, but it will not be a progression. Just like the new Rogue's entry says: "Bonus to Defense: +2 Reflex," I expect that the fighter's entry might say: "Bonus to Offense: +2 Melee, +2 Ranged."

But, I do think that that is in addition to the 1/2 of the character's level.
 

Hrothgar Rannúlfr said:
But, I do think that that is in addition to the 1/2 of the character's level.


It is. If you go back and reread the Paladin Smite article, they pretty much say that the notation of [W] equals base weapon damage. And 2[W] or 2x[W] means double base weapon damage.

The term "modifier" as it applies to ability scores has the same meaning it does in 3.5. So STR of 18 has a +4 modifier for example.

They also strongly imply in the article is that 1/2 your level adds to all attack and damage rolls, even though this fact is not specifically stated in the power write-ups themselves.
 

Safeguard Smite
Paladin 1
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.

This basic, entry-level smite has all the things a growing paladin needs to fulfill its role and lay down some hurt. A Charisma attack against the target's Armor Class, safeguard smite deals double her base weapon's damage plus her Charisma modifier in damage (paladins are a force of personality, after all), and grants a quick boost to an ally in trouble (including, in a pinch, the paladin herself). And there you have it. Your first smite -- simple, serviceable, and fun.

As your paladin progresses as a defender of the faith, smites, like all of your abilities, grow in power and utility. But unlike its defender cousin, the fighter, a paladin is more than just the guy who kicks butt and makes sure enemies focus (or want to focus) on him. Paladins have always been able to heal in some way and the 4th Edition variety is no different. Though this splash of leader flavor into the paladin's defender role comes in many forms, one of the more active and interesting ways that your paladin can come to the aid of a companion while fighting is our second example of a smite:

Renewing Smite
Paladin 13
Encounter • Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha damage and ally within 5 heals 10 + your Wisdom modifier damage.

You'll no doubt see the pattern between these two smites. They mix a fair portion of damage (scaled up by level, but not necessarily the amount of dice) while giving an ally a much needed boost of hit points at the most opportune moments. Selfish paladins (typically those who serve more self-centered gods or just the occasional egoist who venerates Pelor) can even heal themselves with the strike, as you're considered your own ally unless the effect of a power states otherwise.

Let's move on to smites that inhabit the levels over 20. Binding smite is another flavor of defender smite -- and as its high level demands, does the defender job more effectively, and thus more powerfully than the simple safeguard smite does.

Binding Smite
Paladin 27
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2x[W] + Wis damage and target cannot gain line of effect to anyone but you until the end of your next turn.

In binding smite you can see an example of how the effect of a smite goes up with level, while the numbers in their base form seem similar when not taking into account the accuracy and damage boosts that merely gaining levels (and having better weapons) affords. It just gets … well, better. Heck, it's epic, after all, so it has to be good, and you don't have to have 4th Edition books in front of you to realize line of effect denial is good. When you're fighting balor, ancient blue dragons, and sorrowsworn, it had better be good -- those critters don't fool around!

Key lines are bolded.
 

Terramotus said:
BAB as 1/2 level definitely flattens things out, but if every stat gives 1/2 level bonus as well, then if those modifiers apply directly to combat we're back in 3E land with BAB. Higher, in fact, since everyone essentially gets BAB equal to their level. If this was the intention, why wouldn't BAB just be 1/level?

My feeling is that there is no BAB. You get 1/2 level to all your ability checks, and all your attacks and defences run off of straight ability checks.

So "Dex vs. AC" becomes exactly that. You're an 18 dex, 10th level rogue, your Dex modifier is 4+5=9. So d20+9 vs. opponent's 10+Dex Modifier + Armor. Hope your dex is higher than theirs: If not, I suggest you use one of those Fort-targeting powers. (Or perhaps defences are only 5 + Modifier, to give an appropriate margin to the attacker)

(I note, using this system, HP still scale faster than the striker's attack does. Which I don't like. But I assume I'm just missing better powers that will cause the attack to catch up.)
 

Dragonblade said:
They also strongly imply in the article is that 1/2 your level adds to all attack and damage rolls

Yeah, I was hoping that's the case (ala, Saga), but as they stated in R&C that characters gain half their level as a bonus to Attacks, AC, Fort, Ref, Will and Skill checks – no mention of damage, I'm now doubtful, I think we will see additional base weapon damage dice etc instead.
 

Steely Dan said:
Yeah, I was hoping that's the case (ala, Saga), but as they stated in R&C that characters gain half their level as a bonus to Attacks, AC, Fort, Ref, Will and Skill checks – no mention of damage, I'm now doubtful, I think we will see additional base weapon damage dice etc instead.

I understand your concern, but reread the Binding Smite description I posted above. They flat out say that gaining levels boost your damage.
 


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