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Divorce Abilty Modifiers from Attack Rolls
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<blockquote data-quote="NotAYakk" data-source="post: 6044666" data-attributes="member: 72555"><p>I like the idea of splitting attribute bonuses from to-hit rolls. Bonuses to to-hit rolls are extremely powerful, but they don't look extremely powerful, so you get a situation where something that isn't exciting at first glance ends up dominating game balance.</p><p></p><p>I call them extremely powerful because they are strong in most situations, and game defining in other relatively common ones. In most situations with about a 50-50 chance of hitting, each +1 to hit boosts your characters effectiveness by nearly 10%, while reducing the variance in your character's ability to do things as well.</p><p></p><p>In the relatively common situation where your chance to hit plummets, a handful of bonuses to hit can more than double your ability to connect against a target.</p><p></p><p>Only in situations where you are auto-hitting, or almost auto-hitting, does a +1 to hit start to pale in usefulness: and in most versions of D&D you can turn reliable hitting into reliably winning.</p><p></p><p>...</p><p></p><p>By splitting your combat accuracy off from your attributes, attribute min/maxing becomes less important. Your characters are presumed competent at what they adventure as -- wizards are presumed competent at casting spells, fighters at swinging weapons, assassins at stabbing people with knives.</p><p></p><p>I've played around with doing this in 4e, and it seems to work reasonably well there.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 6044666, member: 72555"] I like the idea of splitting attribute bonuses from to-hit rolls. Bonuses to to-hit rolls are extremely powerful, but they don't look extremely powerful, so you get a situation where something that isn't exciting at first glance ends up dominating game balance. I call them extremely powerful because they are strong in most situations, and game defining in other relatively common ones. In most situations with about a 50-50 chance of hitting, each +1 to hit boosts your characters effectiveness by nearly 10%, while reducing the variance in your character's ability to do things as well. In the relatively common situation where your chance to hit plummets, a handful of bonuses to hit can more than double your ability to connect against a target. Only in situations where you are auto-hitting, or almost auto-hitting, does a +1 to hit start to pale in usefulness: and in most versions of D&D you can turn reliable hitting into reliably winning. ... By splitting your combat accuracy off from your attributes, attribute min/maxing becomes less important. Your characters are presumed competent at what they adventure as -- wizards are presumed competent at casting spells, fighters at swinging weapons, assassins at stabbing people with knives. I've played around with doing this in 4e, and it seems to work reasonably well there. [/QUOTE]
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Divorce Abilty Modifiers from Attack Rolls
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