General Barron said:
Thanks for more feedback. I am a bit weary about the power stat, although it doesn't really start 'breaking down' the game until after 10th level. Think about it: if an opponent is wearing full plate (DR 9), then a power of 10 only adds +1 damage.
That is true... but shouldn't full plate be DR 8? Anyway, numerical specifics aside, the average soldier is a 1st-level Warrior, meaning their Power stat could be +1 at best. That makes a longbowman deal 1d8+1 damage, which means a hailstorm of arrows would be pretty much useless against a knight with full plate (DR 8). So, one character could be the target of hundreds of arrows and suffer almost no damage. The nice thing about standard D&D and it's AC bonus from armor is that it can be overcome by a good attack roll instead of damage. That way, you can get a good shot in and hit the weak spots in the armor, such as around joints and where the helmet meets the shoulder plates. Now granted, having an AC of 19 (full plate 8 +1 Dex) does make you impervious to most 1st-level Warriors' attacks, but you're still screwed if you're the target of 200 longbowmen. I'm not saying your system is entirely unrealistic, but it only takes one lucky arrow hitting between armor plates to do a significant damage (critical hit or not).
Also, what about monsters, who won't get the benefit of armor DR? Doing massive damage against a purple worm is something every melee combatant would like to do, and they have no counter for it.
General Barron said:
Another power alternative I was thinking was to make it add a random amount of damage to attacks: (1dPower). So having 10 power would add 1d10 damage to each hit. This essentially cuts it's effectiveness in half, but still gives benefit from each individual point of power. Only problem is the lack of dice (1d5? 1d7?). Easy fix if you just use a random # generator though.
I don't know which is the "right" answer–you'll have to playtest both and see which works best. I do think having Power grant a random benefit per attack keeps with the fluid damage system D&D has.
General Barron said:
Really? I would have thought that defense and attack would be the most desirable, since they let you actually HIT the opponent, and prevent them from hitting you. At least in the games I've played, +1 to hit has always been better than +1 damage. Maybe this is the case in higher level games? In that case, I've never played such a campaign.
Generally, having a +n better chance to hit gives higher average damage outputs per round than a +n bonus to damage, but against lower-AC foes, the opposite is
far truer.
General Barron said:
Well, in my last post, I mentioned how I think stats should advance: each time your BaB increases, you get 1-3 points to increase stats with (depending on BaB progression). However, no single stat can be higher than your BaB would be at that level.
Sorry, I missed that rule on my first read. Limiting it to the classes' BaB is good.
General Barron said:
True in general. Two things however: (1), I was watching some show on TV (Extreme Martial Arts), and it was showing how someone wielding only 1 weapon has more agility and flexibility than someone wielding 2 (allowing them to dodge blows better, etc). So I find it plausible that a warrior who has trained to use a single weapon could be competative vs someone with a shield or 2nd weapon.
(2) even with these rules, I'm not trying to make DnD entirely "realistic" (since there is just no way you could do half the stuff in the game if it were to be realistic); and many fantasy heroes used only one weapon in one hand. So if someone's character concept requires him to use a single weapon, then I'd like to give him/her a way to realize that. Note that even with the feats I've given above, it is still cheaper (feat wise) just to use a shield. I should also mention that I use 2 feats that increase the AC from using shields, so the SWF feats above do not allow for greater AC than when using a shield + feats IMC.
With only one hand using a weapon, you can use the other hand for balance, which increases your agility and ability to recover. A small (no greater than shields) AC bonus is highly acceptable and entirely realistic. As you pointed out, it's generally better to have a shield, since it's better against ranged attacks and doesn't require a feat that you won't get for free anyway if you're intended to fight with a shield (without Shield Proficiency, you may suffer penalties, but you still get the AC/DR benefit).