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<blockquote data-quote="Jeph" data-source="post: 368322" data-attributes="member: 6738"><p>Pretty cool, Crothian. </p><p>Currently I am using something similar for a futureistic campaign. However, the Base Defense Bonuses are *MUCH* higher. They are the same as the attack progressions, +4. </p><p></p><p>Attack +4?!?! But then nobody will hit anybody!!! </p><p>Yeah, that's kinda the point. I'm also using a HP system where characters have base HP equal to hteir Con scores, plus 1 or less per level from progression. You can find it at <a href="http://www.SleepingImperium.rpghost.com," target="_blank">www.SleepingImperium.rpghost.com,</a> but I think it's down right now.</p><p>Also, I find this to be more "realistic." by realistic, I mean unrealistic. By unrealistic, I mean action-movie. Basically, what I'm trying to say, is that the PCs don't get hit much, cuz if they did, they'd be toast. </p><p></p><p>So far it's worked out pretty well. Instead of choosing a single Special, they get Ability Points per level. Their AP / level is set by how good the basic features of their class are: A character with a high attack, medium defense, high HP, and 3 high saves wouldn't even HAVE AP per level.However, a character with all low stats would have like 15.</p><p></p><p>AP are used to buy special abilities, bonus feats, and skill points. Also i threw in a little ability score balancing mechanic, making your class a bit better or worse depending on the combined modifier of all your scores. If you roll really high, your class has 2 less AP per level. If you roll really low, it has 2 more. This makes it so that characters with all 15, 17, and 18 stats don't totally dominate, and those with all 8s 10s and 12s don't just plain suck.</p><p></p><p>-Jeph</p></blockquote><p></p>
[QUOTE="Jeph, post: 368322, member: 6738"] Pretty cool, Crothian. Currently I am using something similar for a futureistic campaign. However, the Base Defense Bonuses are *MUCH* higher. They are the same as the attack progressions, +4. Attack +4?!?! But then nobody will hit anybody!!! Yeah, that's kinda the point. I'm also using a HP system where characters have base HP equal to hteir Con scores, plus 1 or less per level from progression. You can find it at [url]www.SleepingImperium.rpghost.com,[/url] but I think it's down right now. Also, I find this to be more "realistic." by realistic, I mean unrealistic. By unrealistic, I mean action-movie. Basically, what I'm trying to say, is that the PCs don't get hit much, cuz if they did, they'd be toast. So far it's worked out pretty well. Instead of choosing a single Special, they get Ability Points per level. Their AP / level is set by how good the basic features of their class are: A character with a high attack, medium defense, high HP, and 3 high saves wouldn't even HAVE AP per level.However, a character with all low stats would have like 15. AP are used to buy special abilities, bonus feats, and skill points. Also i threw in a little ability score balancing mechanic, making your class a bit better or worse depending on the combined modifier of all your scores. If you roll really high, your class has 2 less AP per level. If you roll really low, it has 2 more. This makes it so that characters with all 15, 17, and 18 stats don't totally dominate, and those with all 8s 10s and 12s don't just plain suck. -Jeph [/QUOTE]
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