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General Tabletop Discussion
*Pathfinder & Starfinder
Eliminating the 1/2 level bonus
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<blockquote data-quote="77IM" data-source="post: 4876020" data-attributes="member: 12377"><p>Two previous threads on this topic:</p><p></p><p><a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/242540-d-d-4th-edition-no-1-2-levels-bonuses.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/242540-d-d-4th-edition-no-1-2-levels-bonuses.html</a></p><p></p><p><a href="http://www.enworld.org/forum/d-d-4th-edition-rules/245450-what-if-we-removed-half-level-bonus-everything.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-rules/245450-what-if-we-removed-half-level-bonus-everything.html</a></p><p></p><p></p><p>Some random thoughts:</p><ul> <li data-xf-list-type="ul">I like Kzatch's original idea of +1 per tier. It's subtle, but still something.</li> <li data-xf-list-type="ul">I'd leave the ability score bumps alone. (This amounts to +4 over the 30 levels.)</li> <li data-xf-list-type="ul">I wouldn't forbid Expertise -- but I'd limit such a feat to a +1 bonus at any level (analogous to Armor Specialization). I would forbid the Defense feats in PHB2, but not the lesser versions in PHB1. Class abilities like the barbarian's AC thing would be judged on a case-by-case basis. (The barbarian keeps his increasing bonus because it matches the ability score bumps.)</li> <li data-xf-list-type="ul">I'd keep the magic item bonus to damage. Armors and neck slot items would provide their bonus as Resistance -- for example, +2 magic armor would be, "<strong>Resist</strong> 2 attacks targeting AC". (Alternately, armor could resist untyped damage, and neck slot items could resist typed damage.) This is special resistance that stacks with everything.</li> <li data-xf-list-type="ul">This means that monsters need to gain roughly +7 over 30 levels to maintain the hit rate. That's roughly 1/4 level, so to convert a monster subtract 3/4 his level from all his attacks and defenses, and 2/5 his level from skills (that incorporates the +1 per tier almost exactly). My hope is that the new monster tools they are working on would make this easy.</li> <li data-xf-list-type="ul">I'd keep damage and hit point values the same. This means higher-level monsters are similar to elites or solos: you have to whittle away their HP. Also, the game no longer needs artificial minions (like, the highest level orc in the MM is a minion...huh?) just to keep monsters relevant at higher levels.</li> <li data-xf-list-type="ul">I'd calculate XP by looking at 1/2 the level. For example, to reach level 14, only requires the XP to reach level 7; but a level 14 monster would give out the XP of a level 7 monster. (For odd levels, you will need to set a midpoint -- like a level 13 monster gives out XP half-way between a level 6 and level 7 value). This way PCs can't cherry-pick higher level monsters for easy XP.</li> </ul><p></p><p>These are some big changes -- it's too much math for me to ever do by hand, but if the new monster tool makes the math easy, then this idea becomes more feasible.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4876020, member: 12377"] Two previous threads on this topic: [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/242540-d-d-4th-edition-no-1-2-levels-bonuses.html[/url] [url]http://www.enworld.org/forum/d-d-4th-edition-rules/245450-what-if-we-removed-half-level-bonus-everything.html[/url] Some random thoughts: [list] [*]I like Kzatch's original idea of +1 per tier. It's subtle, but still something. [*]I'd leave the ability score bumps alone. (This amounts to +4 over the 30 levels.) [*]I wouldn't forbid Expertise -- but I'd limit such a feat to a +1 bonus at any level (analogous to Armor Specialization). I would forbid the Defense feats in PHB2, but not the lesser versions in PHB1. Class abilities like the barbarian's AC thing would be judged on a case-by-case basis. (The barbarian keeps his increasing bonus because it matches the ability score bumps.) [*]I'd keep the magic item bonus to damage. Armors and neck slot items would provide their bonus as Resistance -- for example, +2 magic armor would be, "[b]Resist[/b] 2 attacks targeting AC". (Alternately, armor could resist untyped damage, and neck slot items could resist typed damage.) This is special resistance that stacks with everything. [*]This means that monsters need to gain roughly +7 over 30 levels to maintain the hit rate. That's roughly 1/4 level, so to convert a monster subtract 3/4 his level from all his attacks and defenses, and 2/5 his level from skills (that incorporates the +1 per tier almost exactly). My hope is that the new monster tools they are working on would make this easy. [*]I'd keep damage and hit point values the same. This means higher-level monsters are similar to elites or solos: you have to whittle away their HP. Also, the game no longer needs artificial minions (like, the highest level orc in the MM is a minion...huh?) just to keep monsters relevant at higher levels. [*]I'd calculate XP by looking at 1/2 the level. For example, to reach level 14, only requires the XP to reach level 7; but a level 14 monster would give out the XP of a level 7 monster. (For odd levels, you will need to set a midpoint -- like a level 13 monster gives out XP half-way between a level 6 and level 7 value). This way PCs can't cherry-pick higher level monsters for easy XP. [/list] These are some big changes -- it's too much math for me to ever do by hand, but if the new monster tool makes the math easy, then this idea becomes more feasible. -- 77IM [/QUOTE]
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