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How I would do 6E.
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<blockquote data-quote="Horwath" data-source="post: 9837664" data-attributes="member: 6801299"><p>this.</p><p>make every damage fixed with degree of attack beating AC increasing damage.</p><p></p><p>beat AC by 5, +50% damage</p><p>beat AC by 10, +100% damage</p><p>beat AC by 15, +150% damage</p><p>beat AC by 20, +200% damage</p><p>miss AC by 5 or less, graze, deal only 50% base damage, no adding damage from on-hit effect</p><p>(graze weapon mastery, miss AC by 10 or less for 50% base damage)</p><p>option: nat 20 adds +50% damage no matter the AC. Still can be counted as "miss" if AC is too high for triggering on-hit effects.</p><p></p><p>unarmed: 0 base damage</p><p>dagger:2 base damage</p><p>shortsword: 3 base damage</p><p>rapier: 4 base damage</p><p>longsword: 5 base damage</p><p>greatsword: 8 base damage</p><p>longbow: 5 base damage</p><p>add others how you like</p><p></p><p>sneak attack: +2 damage per rogue level</p><p>smite: +10 damage 1st level spell, +5 damage per spell level above 1st level.</p><p>Hunter's mark: +1 damage per ranger level</p><p></p><p></p><p>spell are all attacks, no saves</p><p>fireball: 30 damage, +10 per spell level above 3rd, grazes no matter how low attack roll is.</p><p>Cure wounds: heal 15 HP, +10 HP per spell level above 1st. No attack roll</p><p>magic missile: 2× missiles for 10 damage, +1 missile per level. always grazes on a miss.</p><p>scorching ray: 2x rays for 15 damage, +1 ray per level above 2nd level</p><p></p><p>cantrips deal 5 base damage plus X damage per level, X determined by rider effects.</p><p>3X would be max for melee touch cantrips without any rider effect.</p><p>1X would for ranged, small AoE cantrip with some rider effect.</p><p></p><p>defenses:</p><p>AC: 10+dex+armor(with dex cap)</p><p>FORT: 10+str+con</p><p>REF: 10+dex+int</p><p>WILL: 10+wis+cha</p><p>all 4 would get class bonus of +0, +1 or +2.</p><p>either: +2,+2,+0,+0, or +2,+1,+1,+0 or +1,+1,+1,+1.</p></blockquote><p></p>
[QUOTE="Horwath, post: 9837664, member: 6801299"] this. make every damage fixed with degree of attack beating AC increasing damage. beat AC by 5, +50% damage beat AC by 10, +100% damage beat AC by 15, +150% damage beat AC by 20, +200% damage miss AC by 5 or less, graze, deal only 50% base damage, no adding damage from on-hit effect (graze weapon mastery, miss AC by 10 or less for 50% base damage) option: nat 20 adds +50% damage no matter the AC. Still can be counted as "miss" if AC is too high for triggering on-hit effects. unarmed: 0 base damage dagger:2 base damage shortsword: 3 base damage rapier: 4 base damage longsword: 5 base damage greatsword: 8 base damage longbow: 5 base damage add others how you like sneak attack: +2 damage per rogue level smite: +10 damage 1st level spell, +5 damage per spell level above 1st level. Hunter's mark: +1 damage per ranger level spell are all attacks, no saves fireball: 30 damage, +10 per spell level above 3rd, grazes no matter how low attack roll is. Cure wounds: heal 15 HP, +10 HP per spell level above 1st. No attack roll magic missile: 2× missiles for 10 damage, +1 missile per level. always grazes on a miss. scorching ray: 2x rays for 15 damage, +1 ray per level above 2nd level cantrips deal 5 base damage plus X damage per level, X determined by rider effects. 3X would be max for melee touch cantrips without any rider effect. 1X would for ranged, small AoE cantrip with some rider effect. defenses: AC: 10+dex+armor(with dex cap) FORT: 10+str+con REF: 10+dex+int WILL: 10+wis+cha all 4 would get class bonus of +0, +1 or +2. either: +2,+2,+0,+0, or +2,+1,+1,+0 or +1,+1,+1,+1. [/QUOTE]
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