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Basic20: Same System, Simpler High-Level Play
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<blockquote data-quote="Epic Meepo" data-source="post: 3993076" data-attributes="member: 57073"><p>Very good advice. To separate Basic20 from other alternate systems, I'll start by clarifying that it isn't really an alternate system at all; it is really just a template that can be added to the normal third edition rules. And I'll clarify that it isn't intended to simply the entire system; just high-level play. The appropriate changes have been made to the OP.</p><p></p><p>Playtesting is currently underway and my group rotates GMs weekly, so it'll be slow going, but I'll try my best to point out my reasons for what I'm doing as I'm doing it. I can start by saying I wanted to put limits on high-level characters based on complaints I've heard from my players. Specifically...</p><p></p><p>Due to their high-number of attack per round, characters with high base attack bonuses often take a disproportionate amount of time to resolve their turns in combat. This is especially true with characters whose every melee attack ends up activating multiple feats that modify their rolls or, worse, require even more rolls to resolve.</p><p></p><p>Due to the power of many high-level spells, even after characters with high base attack bonuses spend long minutes resolving their actions, the pivotal factor in many fights is a single high-level spell that gets resolved in about ten seconds. Often, that spell overshadows everything that happened earlier in the fight, rendering actions in prior rounds meaningless.</p><p></p><p>Furthermore, the disparity in base attack bonuses, spellcasting, and other class abilities often means that each high-level encounter turns into a showcase for a single character. Everyone else gets to stand around being ineffectual while the one character best min-maxed for the specific situation has all the fun.</p><p></p><p>Thus, I strove to create a fix that puts a cap on base attack bonuses, spell level, and class abilities. By holding everyone under that cap at higher-levels, the intention is to keep characters from becoming overspecialized or overpowered. No one gets to eat up more game time by specializing in huge full attacks, for example, and no one gets to bypass every challenge with high level spells.</p><p></p><p>Good point; I've fix the OP to clarify that the basic rules I propose merely simplifying high-level play (small fuller attacks, less high-level magic); they aren't supposed to make the entire system simpler. Also, I've dropped some of the less-relevant optional rules. (Honestly, I don't know how that elf level-limit thing got in there; I must have been cutting and pasting from somewhere I shouldn't have been.)</p><p></p><p>An inability to read is a small price to pay for the inherent coolness of an icon cat with funky goggles! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Epic Meepo, post: 3993076, member: 57073"] Very good advice. To separate Basic20 from other alternate systems, I'll start by clarifying that it isn't really an alternate system at all; it is really just a template that can be added to the normal third edition rules. And I'll clarify that it isn't intended to simply the entire system; just high-level play. The appropriate changes have been made to the OP. Playtesting is currently underway and my group rotates GMs weekly, so it'll be slow going, but I'll try my best to point out my reasons for what I'm doing as I'm doing it. I can start by saying I wanted to put limits on high-level characters based on complaints I've heard from my players. Specifically... Due to their high-number of attack per round, characters with high base attack bonuses often take a disproportionate amount of time to resolve their turns in combat. This is especially true with characters whose every melee attack ends up activating multiple feats that modify their rolls or, worse, require even more rolls to resolve. Due to the power of many high-level spells, even after characters with high base attack bonuses spend long minutes resolving their actions, the pivotal factor in many fights is a single high-level spell that gets resolved in about ten seconds. Often, that spell overshadows everything that happened earlier in the fight, rendering actions in prior rounds meaningless. Furthermore, the disparity in base attack bonuses, spellcasting, and other class abilities often means that each high-level encounter turns into a showcase for a single character. Everyone else gets to stand around being ineffectual while the one character best min-maxed for the specific situation has all the fun. Thus, I strove to create a fix that puts a cap on base attack bonuses, spell level, and class abilities. By holding everyone under that cap at higher-levels, the intention is to keep characters from becoming overspecialized or overpowered. No one gets to eat up more game time by specializing in huge full attacks, for example, and no one gets to bypass every challenge with high level spells. Good point; I've fix the OP to clarify that the basic rules I propose merely simplifying high-level play (small fuller attacks, less high-level magic); they aren't supposed to make the entire system simpler. Also, I've dropped some of the less-relevant optional rules. (Honestly, I don't know how that elf level-limit thing got in there; I must have been cutting and pasting from somewhere I shouldn't have been.) An inability to read is a small price to pay for the inherent coolness of an icon cat with funky goggles! :) [/QUOTE]
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