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Flattening the math: AC and Attack bonuses idea
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<blockquote data-quote="Meophist" data-source="post: 5848871" data-attributes="member: 6688945"><p>I've thought of this, but have had quite a bit of difficulty actually figuring out a way to implement it. One character class that's going to be in is the Fighter who takes a weapon and just hits the enemy turn after turn. The Fighter will have access to optional combat maneuvers and such but those will be optional. Therefore, there's going to be a Fighter who gets better and just hitting the enemy turn after turn on level up. What sort of progressions can you really have that'll feel meaningful that won't end up with a decent amount of numerical growth? I can't really figure out a way.</p><p></p><p>That said, if you have ideas, my ears are open.</p><p></p><p>To put it simply, it won't. This system won't be used by casters, they'll use an entirely different system altogether. I think that, for the most part, caster will get more powerful spells as they gain levels so they don't really need a system like this.</p><p></p><p>Capping AC makes a lot of sense to me. One of the problems of having too variable AC values is that lower-level characters lose the ability to meaningfully contribute against foes of high AC. If AC values are kept low, then they can at least do something. It'll increase the variance in levels that'll remain meaningful.</p></blockquote><p></p>
[QUOTE="Meophist, post: 5848871, member: 6688945"] I've thought of this, but have had quite a bit of difficulty actually figuring out a way to implement it. One character class that's going to be in is the Fighter who takes a weapon and just hits the enemy turn after turn. The Fighter will have access to optional combat maneuvers and such but those will be optional. Therefore, there's going to be a Fighter who gets better and just hitting the enemy turn after turn on level up. What sort of progressions can you really have that'll feel meaningful that won't end up with a decent amount of numerical growth? I can't really figure out a way. That said, if you have ideas, my ears are open. To put it simply, it won't. This system won't be used by casters, they'll use an entirely different system altogether. I think that, for the most part, caster will get more powerful spells as they gain levels so they don't really need a system like this. Capping AC makes a lot of sense to me. One of the problems of having too variable AC values is that lower-level characters lose the ability to meaningfully contribute against foes of high AC. If AC values are kept low, then they can at least do something. It'll increase the variance in levels that'll remain meaningful. [/QUOTE]
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Flattening the math: AC and Attack bonuses idea
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