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<blockquote data-quote="Fanaelialae" data-source="post: 5779799" data-attributes="member: 53980"><p>Of the two, I prefer Plot Protection, but I think there's plenty of room for both in a modular system.</p><p></p><p>Really though, you can have static attack/defenses (which we recently started using in a fellow DM's homebrew system and has been <em>very</em> well received) while still playing rocket tag. Just scale both hp and damage so that 1 or 2 hits will probably incapacitate a character.</p><p></p><p>That said, it's just as easy to change the ratio of damage to hp in order to support a low lethality game, which is why I like this approach. It's very easy to tailor your game to your desired difficulty.</p><p></p><p>Four defenses that all progress at varying rates, on the other hand, can make it very difficult, or even impossible, to tailor the difficulty of the game. It can quickly get out of hand, where the high level fighter can guzzle the most horrendous poisons without effect, but can be charmed by an apprentice mage. You end up having to cherry pick challenges just to challenge, or avoid excessively challenging, the party (IME).</p><p></p><p>As such, I think there should be an option for attack and defenses to remain static. At most (IMO), they shouldn't change by more than about +2 once per tier. That should keep them from scaling out of hand, while allowing variation of play between tiers.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5779799, member: 53980"] Of the two, I prefer Plot Protection, but I think there's plenty of room for both in a modular system. Really though, you can have static attack/defenses (which we recently started using in a fellow DM's homebrew system and has been [i]very[/i] well received) while still playing rocket tag. Just scale both hp and damage so that 1 or 2 hits will probably incapacitate a character. That said, it's just as easy to change the ratio of damage to hp in order to support a low lethality game, which is why I like this approach. It's very easy to tailor your game to your desired difficulty. Four defenses that all progress at varying rates, on the other hand, can make it very difficult, or even impossible, to tailor the difficulty of the game. It can quickly get out of hand, where the high level fighter can guzzle the most horrendous poisons without effect, but can be charmed by an apprentice mage. You end up having to cherry pick challenges just to challenge, or avoid excessively challenging, the party (IME). As such, I think there should be an option for attack and defenses to remain static. At most (IMO), they shouldn't change by more than about +2 once per tier. That should keep them from scaling out of hand, while allowing variation of play between tiers. [/QUOTE]
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