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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 2997146" data-attributes="member: 4682"><p>I don't think there is a wash here because while there is a Base Attack Bonus, the BAB is not the end all with regards to attack rolls. You still have weapon quality (enhancement bonuses or masterwork), size bonus or penalty, Weapon Focus, charging, relevant ability score enhancements (and there are a whole bunch of problems here), bardsong, flanking, morale bonuses (<em>bless</em>, <em>heroism</em>, <em>greater heroism</em>, <em>hero's feast</em>, <em>righteous wrath</em>), luck bonuses (<em>divine favor</em>, <em>prayer</em>, <em>recitation</em>), haste bonus (<em>haste</em>). It is everything that comes after the <strong>base</strong> attack bonus that causees higher levels to get cumbersome...</p><p></p><p>In lower levels the fighting classes are not far from the poor BAB classes in ability to hit, at higher levels it is folly for anyone but the best BAB classes to get into melee... unless they have spent precious rounds prepping. And soon the DM feels (probably rightly) that he or she needs to present challenges equal to the best character's maximum ability. At high levels, the attack bonus aggregate for all characters can vary wildly. Characters who can't muster an attack bonus equal to the best character's attack bonus might as well be a number of character levels lower equal to the difference. At high levels this difference can be large.</p><p></p><p>With saves, at lower levels the poor saves aren't so far apart from the good saves, but the difference between the poor and good saves spreads out significantly at high levels. Significant resources are needed to keep the poor save from falling further and further behind. The poor saves are no longer just a weakness but an Achilles heal at high levels.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 2997146, member: 4682"] I don't think there is a wash here because while there is a Base Attack Bonus, the BAB is not the end all with regards to attack rolls. You still have weapon quality (enhancement bonuses or masterwork), size bonus or penalty, Weapon Focus, charging, relevant ability score enhancements (and there are a whole bunch of problems here), bardsong, flanking, morale bonuses ([i]bless[/i], [i]heroism[/i], [i]greater heroism[/i], [i]hero's feast[/i], [i]righteous wrath[/i]), luck bonuses ([i]divine favor[/i], [i]prayer[/i], [i]recitation[/i]), haste bonus ([i]haste[/i]). It is everything that comes after the [b]base[/b] attack bonus that causees higher levels to get cumbersome... In lower levels the fighting classes are not far from the poor BAB classes in ability to hit, at higher levels it is folly for anyone but the best BAB classes to get into melee... unless they have spent precious rounds prepping. And soon the DM feels (probably rightly) that he or she needs to present challenges equal to the best character's maximum ability. At high levels, the attack bonus aggregate for all characters can vary wildly. Characters who can't muster an attack bonus equal to the best character's attack bonus might as well be a number of character levels lower equal to the difference. At high levels this difference can be large. With saves, at lower levels the poor saves aren't so far apart from the good saves, but the difference between the poor and good saves spreads out significantly at high levels. Significant resources are needed to keep the poor save from falling further and further behind. The poor saves are no longer just a weakness but an Achilles heal at high levels. [/QUOTE]
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