JohnSnow
Hero
Okay, so this one was brought up elsewhere.
I agree with this completely. And one of the things I think we need to do to restore the game to rationality is to limit the number of modifiers that can be in play. I propose (somewhat arbitrarily) limiting the modifiers available substantially.
A few modifiers is cool and flavorful. Too many and the game becomes reduced to a bookkeeping problem. If you can nail the right number (and provide good hardware to handle it - I'm looking at YOU Fiery Dragon guys...), then utilizing them (or counteracting negative ones) becomes fun.
So, what's the sweet spot?
I'll get the ball rolling with my suggestions. First, we need to nail down categories:
Ability (each)
Melee Attack
Missile Attack
Defense/Armor Class
Hit Points
Initiative
Skill (each)
Save (each)
Movement
Then we need bonus types...
Somebody want to take a crack at those?
Rodrigo Istalindir said:I do think, however, that the abundance of modifiers has gotten out of hand. I've said before (and I'll repeat myself till someone acknowledges the brilliance of my observation) that one of the best things they did design-wise in 3.x was the concept of named bonuses. Unfortunately, one of the dumbest things they've done is let the number of different named bonuses grow out of hand.
I agree with this completely. And one of the things I think we need to do to restore the game to rationality is to limit the number of modifiers that can be in play. I propose (somewhat arbitrarily) limiting the modifiers available substantially.
A few modifiers is cool and flavorful. Too many and the game becomes reduced to a bookkeeping problem. If you can nail the right number (and provide good hardware to handle it - I'm looking at YOU Fiery Dragon guys...), then utilizing them (or counteracting negative ones) becomes fun.
So, what's the sweet spot?
I'll get the ball rolling with my suggestions. First, we need to nail down categories:
Ability (each)
Melee Attack
Missile Attack
Defense/Armor Class
Hit Points
Initiative
Skill (each)
Save (each)
Movement
Then we need bonus types...
Somebody want to take a crack at those?