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Community
General Tabletop Discussion
*Pathfinder & Starfinder
BAB vs AC?
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<blockquote data-quote="CuRoi" data-source="post: 5437417" data-attributes="member: 98032"><p>Trailblazer from Bad Axe games has an detailed break down of the system and comes to some conclusions which I think most long time players have always understood intuitively about AC and which people eventually encounter while playing.</p><p> </p><p>At about 9th level, the optimized "main" attack for the melee classes becomes something of an auto-hit versus a typical AC of the same level. Further, the iterative attacks are something of an unnecessary time sink which you can limit by providing less iterative attacks at a higher bonus for the same results.</p><p> </p><p>They offer some sugestions which include limiting iterative attacks and limiting items that provide stacking bonuses/stat bonuses (they further go on to suggest removing item creation feats altogether, something which I have always toyed with.)</p><p> </p><p>So to the OP, yes, it's not just you : ) I think everyone's games hit the same wall. It just depends on how you deal with it. The replies here are pretty much right on the mark.</p><p> </p><p>I run low power games for just that reason - to extend the "challenge" of the core mechanics. Once you get past a certain level the "challenge" mainly becomes rule mastery which has appealed less and less to me in my gaming. IMO the more the game focuses on rule mastery, the less you are focusing on the story elements of the game. </p><p> </p><p>I agree with the concelment suggestions - its the best way to mitigate higher and higher BAB and more attacks per round. However, I've always found the concealment percentile roll a bit of an odd feature in the system. I can't say why, it just seems awkward.</p><p> </p><p>I've been toying with my own 3.5 / 4.0 hybrid (yeah, like we don't have enough of those...) and I have inlcuded something like the Unearthed Arcana Defense Bonus while tunring Armor into DR (another optional rule in the DMG.) Just conceptualizing at the moment, no actual play testing.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5437417, member: 98032"] Trailblazer from Bad Axe games has an detailed break down of the system and comes to some conclusions which I think most long time players have always understood intuitively about AC and which people eventually encounter while playing. At about 9th level, the optimized "main" attack for the melee classes becomes something of an auto-hit versus a typical AC of the same level. Further, the iterative attacks are something of an unnecessary time sink which you can limit by providing less iterative attacks at a higher bonus for the same results. They offer some sugestions which include limiting iterative attacks and limiting items that provide stacking bonuses/stat bonuses (they further go on to suggest removing item creation feats altogether, something which I have always toyed with.) So to the OP, yes, it's not just you : ) I think everyone's games hit the same wall. It just depends on how you deal with it. The replies here are pretty much right on the mark. I run low power games for just that reason - to extend the "challenge" of the core mechanics. Once you get past a certain level the "challenge" mainly becomes rule mastery which has appealed less and less to me in my gaming. IMO the more the game focuses on rule mastery, the less you are focusing on the story elements of the game. I agree with the concelment suggestions - its the best way to mitigate higher and higher BAB and more attacks per round. However, I've always found the concealment percentile roll a bit of an odd feature in the system. I can't say why, it just seems awkward. I've been toying with my own 3.5 / 4.0 hybrid (yeah, like we don't have enough of those...) and I have inlcuded something like the Unearthed Arcana Defense Bonus while tunring Armor into DR (another optional rule in the DMG.) Just conceptualizing at the moment, no actual play testing. [/QUOTE]
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