BAB and AC?

Broken Fang

First Post
If say you wanted to rework the BAB and AC so that is was more equal what would you do? Throw out all feats, magic items, spells, powers, etc. etc. etc. that can alter BAB and AC and just go with the basics:

Str and Level to determine "to hit"
Armor, Shield, Dex to determine AC

What would you think good chances to hit are?

Ex. 1st lvl Ftr w/ 15 Str has +3, to hit to hit AC 15 needs a 12 (40%)

Ex. 2 6th lvl Ftr w/ 16 Str has +9/+4, hits AC 15 on 6 and 11 (70% and 45%)
Same Ftr hitting AC 18 needs 9 and 14 (55% and 30%)

Ex. 3 11th lvl Ftr w/ 18 Str has +15/+10/+5 to hit AC 20 needs 5/10/15 (75, 50, 25%)

I'm playing with the game system as we prefer little magic. Don't want to play GURPS (though I like it) the others are not familiar with it and want to play D&D.
 

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Broken Fang said:
If say you wanted to rework the BAB and AC so that is was more equal what would you do?
Add a Defense bonus for each class, like a lot of d20 games do (Star Wars, d20 Modern, etc.).
 

Yes but to what level? What is a good % of first shots hitting? 50/50..more, less? Say chain/scale and shield is the average armor...plate being expensive and rare...the BAB for the classes might have to change or add a higher defense bonus. Again...what do you all see as being a basic chance to hit?
 

I'm actually working on the same thing right now - trying to make a set of low-magic d20 rules - and readjusting BAB and AC is something that's been giving me problems.

Right now, I'm leaning towards making it so that the first attack has a 50%-60% chance of hitting, and wondering whether I should do anything about the way iterative attacks are structured, to make sure that 3rd and 4th attacks don't become irrelevant, and fighting styles that give two attacks at -2 don't become too powerful...

The more I get into this thing, the more I start to realize that my "dream" system is starting to have so little in common with d20 and D&D I might be better off just trying to talk a group of people into trying some brand new system... ;)
 
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mmu1 - I think I'd also like to see the first attack to have a range of 50-60% and then the extras dropping from there. Problem is I like many games systems (like I said GURPS is one of them for low magic) problem is my group is not as open minded as I am.

I wonder if we can work together with others from around here to try making one ourselves? Though I'm no longer in the "create my own game" category anymore. Been there and done that...don't have the time with a family and kids.
 

One of the things I realized I'm going to have to do (because I'm actually planning on using Wound and Vitality Points, armor granting DR, and class Defense bonuses) is decide whether I want the system to make the most sense for the heroes, or for the "ordinary folks", because it's only going to work for one group...

If I make hitting easier, so that fights between heroes (who have lots of Vitality) are dangerous and dynamic, it'll make combat incredibly deadly for anyone with just wounds, a shield and a small DR granted by armor. But if I try to balance combat for the low-level guys, the heroes will hardly be able to land a blow on each other.

Are you thinking of using the core combat system, or are you making any significant changes?
 

The more I think of this the more I don't want to do it. I want fast and deadly combat for all. Skill to be important just as armor. Argh...I hate when I do this to myself!
 

Personally, I use Defense Rolls, a Defense modifier equal to Reflex, and armor grants DR-like qualities instead of Defense, and a system about half-way between Grim-n-Gritty and W&V.

But that's just me ofcourse.:D
 
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Broken Fang said:
The more I think of this the more I don't want to do it. I want fast and deadly combat for all. Skill to be important just as armor. Argh...I hate when I do this to myself!

You could have characters roll their attack score for their Armour Class that round.

I'm working on something (slowly) that does this. Adding Feats for it and the whole bit. I'm keeping Hit Points low (Con + BAB) because the Defense roll does the same thing.
 

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