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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing iterative, unarmed, and natural attacks?
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<blockquote data-quote="Sylrae" data-source="post: 4873342" data-attributes="member: 48520"><p>I just found a house rule I came up with a while back.</p><p></p><p> <strong>[FONT=&quot]Base Armor Class[/FONT]</strong>[FONT=&quot]</p><p></p><p>Normally this is just 10. As I plan on running this campaign with low magic, and don't intend to have everyone in magic armor, I figure the character classes ACs should be a little higher.</p><p></p><p>BAC: By DEX & CON Bonus (Higher bonus + 1/2 lower bonus) </p><p>07+ = 10/8</p><p>06 = 9/8</p><p>05 = 8/8</p><p>04 = 7/8</p><p>03 = 6/8</p><p>02 = 5/8</p><p>01- = 4/8</p><p>+10[/FONT]</p><p></p><p>The fraction would be what you add to the 10 at each level I think it might make AC too high at the upper levels, but it was a rule I came up with and never got to playtest. Since I'm posting it though, I may as well show the other ones that accompany it.</p><p></p><p></p><p>I Swapped the roles of Class and CON bonus in terms of Hit Points.</p><p> [FONT=&quot]HP/lv: By CON Bonus</p><p>05 + = d12</p><p>04 + = d10</p><p>03 + = d8</p><p>02 + = d6</p><p>01 - = d4</p><p>Character Classes will instead supply the Hit Point per level bonuses that by phb come from CON. </p><p>HP Bonus/lv: By Class HD</p><p>d12 = 4</p><p>d10 = 3</p><p>d08 = 2</p><p>d06 = 1</p><p>d04 = 0</p><p> </p><p>[/FONT] <strong>Will Save</strong></p><p></p><p>Will Save is determined by a character’s CHA Bonus, instead of Wisdom.</p><p> </p><p> <strong>[FONT=&quot]Base Attack Bonus[/FONT]</strong>[FONT=&quot]</p><p></p><p>BAB: By STR & DEX Bonus (Higher bonus + 1/2 lower bonus) table may need tweaking after races are checked.</p><p>07+ = 10/8</p><p>06 = 9/8</p><p>05 = 8/8 (1)</p><p>04 = 7/8</p><p>03 = 6/8</p><p>02 = 5/8</p><p>01- = 4/8 (1/2)</p><p></p><p>Epic attack bonus applies at BAB20 now not level 20. This ensures that class order isn't more important than class levels.</p><p></p><p>[/FONT] <strong>Skill Points:</strong></p><p></p><p>Classes give half the bonus listed + 1. Your base amount per level is your Int Modifier + your Wis Modifier. no X4, and Skill Costs work like in Pathfinder</p><p></p><p><strong>Hit Points</strong></p><p>At Level 1, Characters receive 9 + 1/2 Con Scor Hit Points</p><p></p><p>Other than the skill points, Hit Points and Dex to hit, these Ideas haven't seen play much.</p><p></p><p>Also, the driving force behind these was to make more variation between members of the same class, and increase the importance of attributes.</p><p></p><p>~But Back on Topic, a BAC Score might help with the armor that doesnt adequately climb.</p><p></p><p>And as for the UA Variant, it could work well, but those numbers are WAY too high. they make armor totally useless. Maybe if you cut those numbers in half (or less) it might work better. Plus, Those numbers will give much higher AC at low levels, and its the higher levels where the armor is deficient.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4873342, member: 48520"] I just found a house rule I came up with a while back. [B][FONT="]Base Armor Class[/FONT][/B][FONT="] Normally this is just 10. As I plan on running this campaign with low magic, and don't intend to have everyone in magic armor, I figure the character classes ACs should be a little higher. BAC: By DEX & CON Bonus (Higher bonus + 1/2 lower bonus) 07+ = 10/8 06 = 9/8 05 = 8/8 04 = 7/8 03 = 6/8 02 = 5/8 01- = 4/8 +10[/FONT] The fraction would be what you add to the 10 at each level I think it might make AC too high at the upper levels, but it was a rule I came up with and never got to playtest. Since I'm posting it though, I may as well show the other ones that accompany it. I Swapped the roles of Class and CON bonus in terms of Hit Points. [FONT="]HP/lv: By CON Bonus 05 + = d12 04 + = d10 03 + = d8 02 + = d6 01 - = d4 Character Classes will instead supply the Hit Point per level bonuses that by phb come from CON. HP Bonus/lv: By Class HD d12 = 4 d10 = 3 d08 = 2 d06 = 1 d04 = 0 [/FONT] [B]Will Save[/B] Will Save is determined by a character’s CHA Bonus, instead of Wisdom. [B][FONT="]Base Attack Bonus[/FONT][/B][FONT="] BAB: By STR & DEX Bonus (Higher bonus + 1/2 lower bonus) table may need tweaking after races are checked. 07+ = 10/8 06 = 9/8 05 = 8/8 (1) 04 = 7/8 03 = 6/8 02 = 5/8 01- = 4/8 (1/2) Epic attack bonus applies at BAB20 now not level 20. This ensures that class order isn't more important than class levels. [/FONT] [B]Skill Points:[/B] Classes give half the bonus listed + 1. Your base amount per level is your Int Modifier + your Wis Modifier. no X4, and Skill Costs work like in Pathfinder [B]Hit Points[/B] At Level 1, Characters receive 9 + 1/2 Con Scor Hit Points Other than the skill points, Hit Points and Dex to hit, these Ideas haven't seen play much. Also, the driving force behind these was to make more variation between members of the same class, and increase the importance of attributes. ~But Back on Topic, a BAC Score might help with the armor that doesnt adequately climb. And as for the UA Variant, it could work well, but those numbers are WAY too high. they make armor totally useless. Maybe if you cut those numbers in half (or less) it might work better. Plus, Those numbers will give much higher AC at low levels, and its the higher levels where the armor is deficient. [/QUOTE]
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Fixing iterative, unarmed, and natural attacks?
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