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Are stat modifiers really bonus + 1/2 per level?
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<blockquote data-quote="Terramotus" data-source="post: 4067240" data-attributes="member: 7220"><p>So, I was thinking about stat modifiers... and I don't think they're really (stat - 10) / 2 + 1/2 per character level.</p><p></p><p>On the face of it, the idea and its implications seem strange to me. First, there are the oddities: a high level wizard with a 10 Str would have little difficulty kicking down a door. A high level fighter with a 10 Dex would be quicker than the rogue.</p><p></p><p>It also seems to go against the math we know about and their desire to flatten the power curve. 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?</p><p></p><p>Skills are in the same boat. Assuming they follow SWSE conventions, they increase 1/2 per level + stat mod + 5 for trained. Are they essentially level + stat + 5 for trained? I doubt it.</p><p></p><p>Next, let's look at some evidence. The Pit Fiend stats are difficult to draw conclusions from, since the stats aren't necessarily derived from simple formulas involving level and stat bonus. But the skills section appears to be.</p><p></p><p>I think the stats are listed under skills for a reason. These aren't stat modifiers, they're bonuses for untrained skills, so that you know what the rest of the skills are if you need them - 1/2 level + the normal bonus for stats. The three skills specifically listed are 5 better than that formula, implying they're trained skills. </p><p></p><p>Additionally, the Pit Fiend deals +11 damage in addition to dice, which is what we would expect from a 32 Str under 3E rules. Given the goal of simplification, do we really think the designers would have stat modifiers be different in different circumstances?</p><p></p><p>Finally, it doesn't seem to jive with certain aspects of the Rogue preview. For example, Positioning Strike:</p><p></p><p>If Cha modifier is equal to stat bonus + 1/2 level, then a 20th level Rogue with 18 Cha can shift someone 14 spaces. Uh, so I can trick someone into accidentally moving more spaces than they can normally move in a round? Somehow I doubt that. </p><p></p><p>It would also imply that Crimson Edge does a LOT of damage </p><p>That would imply that the ongoing damage for a 20th level Rogue with 16 Str is 18 damage per round. We don't know how long that lasts, but that's kind of a lot of damage considering the same Rogue with a 14 Con only has 121 HP.</p><p></p><p>I think instead, the suspected level based bonus to damage is included in the [W] portion of the damage block.</p><p></p><p>This seems fairly conclusive to me that the stat modifiers are going to be the same as in 3E. Thoughts? Can anyone spot something I'm missing or a flaw in my logic?</p></blockquote><p></p>
[QUOTE="Terramotus, post: 4067240, member: 7220"] So, I was thinking about stat modifiers... and I don't think they're really (stat - 10) / 2 + 1/2 per character level. On the face of it, the idea and its implications seem strange to me. First, there are the oddities: a high level wizard with a 10 Str would have little difficulty kicking down a door. A high level fighter with a 10 Dex would be quicker than the rogue. It also seems to go against the math we know about and their desire to flatten the power curve. 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? Skills are in the same boat. Assuming they follow SWSE conventions, they increase 1/2 per level + stat mod + 5 for trained. Are they essentially level + stat + 5 for trained? I doubt it. Next, let's look at some evidence. The Pit Fiend stats are difficult to draw conclusions from, since the stats aren't necessarily derived from simple formulas involving level and stat bonus. But the skills section appears to be. I think the stats are listed under skills for a reason. These aren't stat modifiers, they're bonuses for untrained skills, so that you know what the rest of the skills are if you need them - 1/2 level + the normal bonus for stats. The three skills specifically listed are 5 better than that formula, implying they're trained skills. Additionally, the Pit Fiend deals +11 damage in addition to dice, which is what we would expect from a 32 Str under 3E rules. Given the goal of simplification, do we really think the designers would have stat modifiers be different in different circumstances? Finally, it doesn't seem to jive with certain aspects of the Rogue preview. For example, Positioning Strike: If Cha modifier is equal to stat bonus + 1/2 level, then a 20th level Rogue with 18 Cha can shift someone 14 spaces. Uh, so I can trick someone into accidentally moving more spaces than they can normally move in a round? Somehow I doubt that. It would also imply that Crimson Edge does a LOT of damage That would imply that the ongoing damage for a 20th level Rogue with 16 Str is 18 damage per round. We don't know how long that lasts, but that's kind of a lot of damage considering the same Rogue with a 14 Con only has 121 HP. I think instead, the suspected level based bonus to damage is included in the [W] portion of the damage block. This seems fairly conclusive to me that the stat modifiers are going to be the same as in 3E. Thoughts? Can anyone spot something I'm missing or a flaw in my logic? [/QUOTE]
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