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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="Chris_Nightwing" data-source="post: 3683327" data-attributes="member: 882"><p>Well, here's a spreadsheet. I tried to assume modest magical items, which is difficult, given it's far easier to increase your AC in D&D than it is your attack bonus from what I've noticed. Still, it gives a nice indication of numbers. I'd say half defense was the way to go. I'd also completely modify the existing armour chart - it really is useless, you only ever want one of four of the many types of armour (padded, mithril chain shirt, breastplate, full plate). Don't get me started on mithril breastplate and full plate.. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />. It's nice that the touch attacks work out quite easy for the wizard, but not so easy it's a given.</p><p></p><p>Going briefly back to the balance issue. Clearly raising some things by half level and some things by level when they're fundamental to every class is a bit messy. The offset granted by skills is the only difficult bit. Given a defense is at most going to have +2+2+stat and a skill will have +5+stat, there's a slight imbalance, but how many skills will face off defenses directly? Having BAB rise faster than defenses is again, fine, provided that the world's most armoured individual manages to accrue no more than +15 other non-stat bonuses (so the world's best fighter still has a good 25% to hit) it should be fine. Towards this, I'd be tempted to tone down magical bonuses to AC, perhaps prevent enhancement to shield and armour stacking? Or even things out, allow for more +to hit magic items (since AC gets rings of protection, amulets of natural armour, ioun stones..).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 3683327, member: 882"] Well, here's a spreadsheet. I tried to assume modest magical items, which is difficult, given it's far easier to increase your AC in D&D than it is your attack bonus from what I've noticed. Still, it gives a nice indication of numbers. I'd say half defense was the way to go. I'd also completely modify the existing armour chart - it really is useless, you only ever want one of four of the many types of armour (padded, mithril chain shirt, breastplate, full plate). Don't get me started on mithril breastplate and full plate.. :P. It's nice that the touch attacks work out quite easy for the wizard, but not so easy it's a given. Going briefly back to the balance issue. Clearly raising some things by half level and some things by level when they're fundamental to every class is a bit messy. The offset granted by skills is the only difficult bit. Given a defense is at most going to have +2+2+stat and a skill will have +5+stat, there's a slight imbalance, but how many skills will face off defenses directly? Having BAB rise faster than defenses is again, fine, provided that the world's most armoured individual manages to accrue no more than +15 other non-stat bonuses (so the world's best fighter still has a good 25% to hit) it should be fine. Towards this, I'd be tempted to tone down magical bonuses to AC, perhaps prevent enhancement to shield and armour stacking? Or even things out, allow for more +to hit magic items (since AC gets rings of protection, amulets of natural armour, ioun stones..). [/QUOTE]
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