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Flatter Ability Score Bonuses
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<blockquote data-quote="Minigiant" data-source="post: 5897837" data-attributes="member: 63508"><p>The problem with flatter ability mods is not making the maximum value weaker, it is making the non-maximum values acceptable.</p><p></p><p>3E and 4E tried to do this by making secondary abilities important and thus making getting that high stat too expensive or less important.</p><p></p><p>4E screwed up by making accuracy way too low and making a high attack ability extremely more desirable than 90% of whatever a secondary stat could do. So internally, you wanted that 18+ unless role play urges were strong enough to pull you way.</p><p></p><p>3E screwed up by either making secondaries too important or not important at all. This caused ability dependancies of both sides of the spectrum.</p><p></p><p>Instead, I suggest the (Ability-10)/2 3E and 4E method but starting with a higher base attack/skill/save bonus.</p><p></p><p>Instead of a fighter starting with Str+1 melee attack, they start with Str+5 melee attack.</p><p></p><p>The higher starting point would psychologically trick into seeing bigger numbers up front and it would raise accuracy to make us experince less misses.</p><p></p><p>If your PC has a +8 attack against a 13 AC studded leather armor, they'd a low number to hit and rarely feel the wish to get higher stats.</p><p></p><p>Something I noticed with higher level 3.5 noncaster weapon PCs. Once their BAB passes +7 or so, their misses are few. As long as their STR or DEX was higher than the feat prerequisites fr their build, they didn't care. Not like you missed. Ability mods were ignored once you had max ranks in a class skill or +8 BAB/Caster level.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5897837, member: 63508"] The problem with flatter ability mods is not making the maximum value weaker, it is making the non-maximum values acceptable. 3E and 4E tried to do this by making secondary abilities important and thus making getting that high stat too expensive or less important. 4E screwed up by making accuracy way too low and making a high attack ability extremely more desirable than 90% of whatever a secondary stat could do. So internally, you wanted that 18+ unless role play urges were strong enough to pull you way. 3E screwed up by either making secondaries too important or not important at all. This caused ability dependancies of both sides of the spectrum. Instead, I suggest the (Ability-10)/2 3E and 4E method but starting with a higher base attack/skill/save bonus. Instead of a fighter starting with Str+1 melee attack, they start with Str+5 melee attack. The higher starting point would psychologically trick into seeing bigger numbers up front and it would raise accuracy to make us experince less misses. If your PC has a +8 attack against a 13 AC studded leather armor, they'd a low number to hit and rarely feel the wish to get higher stats. Something I noticed with higher level 3.5 noncaster weapon PCs. Once their BAB passes +7 or so, their misses are few. As long as their STR or DEX was higher than the feat prerequisites fr their build, they didn't care. Not like you missed. Ability mods were ignored once you had max ranks in a class skill or +8 BAB/Caster level. [/QUOTE]
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Flatter Ability Score Bonuses
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