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How many modifier types SHOULD there be?
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<blockquote data-quote="Abraxas" data-source="post: 2973688" data-attributes="member: 1266"><p>Here are the Bonus Types I can think of off hand</p><p></p><p>Armor</p><p>Circumstance</p><p>Competence</p><p>Deflection</p><p>Dodge </p><p>Enhancement</p><p>Insight</p><p>Luck</p><p>Morale</p><p>Natural Armor</p><p>Profane</p><p>Sacred</p><p>Shield</p><p>Unnamed</p><p></p><p>Do we need all of them - I'm not sure . . .</p><p></p><p>Now you just need to set what each type you would keep represents and roll all similar types into one category - and then decide how you want stacking to work (all stack, all different stack, or some stack and some don't )</p><p></p><p>If I were to pare down the list, and decide which could affect what category, and how you can get each type of bonus in game, it would look something like this. Different bonuses would stack, like bonuses would not except for where noted</p><p></p><p>Armor - Link to actual armor worn and Conjuration (force) spells - sort of a passive defense - affects Defense/Armor class (would require some changes to spell lists)</p><p></p><p>Circumstance -combine current Circumstance, Competence, Insight, Dodge bonuses and allow them to stack freely with the note that you can't use them when flat footed - affects Defense/Armor class, Initiative, Skills (each)</p><p></p><p>Deflection - link to Evocation (force) spells - sort of an active defense - affects Defense/Armor class (would require some changes to spell lists)</p><p></p><p>Divine - combine current Profane and Sacred - tied to (evil) and (good) spells respectively and only allow one or the other in effect at any one time - affects Melee Attack, Missile Attack, Saves (each)</p><p></p><p>Enhancement - link this bonus to Transmutation school of magic - affects Abilities, Items, Movement</p><p></p><p>Luck - affects Melee Attack, Missile Attack, Saves (each), Skills (each)</p><p></p><p>Morale - Link to Enchantment (mind affecting) school of magic - affects Melee Attack, Missile Attack, Saves (each)</p><p></p><p>Natural Armor - Link to physical toughness or size of a creature - affects Defense/Armor class</p><p></p><p>Shield - Link to actual shield used and Conjuration (force) spells - sort of a passive defense - affects Defense/Armor class (would require some changes to spell lists)</p></blockquote><p></p>
[QUOTE="Abraxas, post: 2973688, member: 1266"] Here are the Bonus Types I can think of off hand Armor Circumstance Competence Deflection Dodge Enhancement Insight Luck Morale Natural Armor Profane Sacred Shield Unnamed Do we need all of them - I'm not sure . . . Now you just need to set what each type you would keep represents and roll all similar types into one category - and then decide how you want stacking to work (all stack, all different stack, or some stack and some don't ) If I were to pare down the list, and decide which could affect what category, and how you can get each type of bonus in game, it would look something like this. Different bonuses would stack, like bonuses would not except for where noted Armor - Link to actual armor worn and Conjuration (force) spells - sort of a passive defense - affects Defense/Armor class (would require some changes to spell lists) Circumstance -combine current Circumstance, Competence, Insight, Dodge bonuses and allow them to stack freely with the note that you can't use them when flat footed - affects Defense/Armor class, Initiative, Skills (each) Deflection - link to Evocation (force) spells - sort of an active defense - affects Defense/Armor class (would require some changes to spell lists) Divine - combine current Profane and Sacred - tied to (evil) and (good) spells respectively and only allow one or the other in effect at any one time - affects Melee Attack, Missile Attack, Saves (each) Enhancement - link this bonus to Transmutation school of magic - affects Abilities, Items, Movement Luck - affects Melee Attack, Missile Attack, Saves (each), Skills (each) Morale - Link to Enchantment (mind affecting) school of magic - affects Melee Attack, Missile Attack, Saves (each) Natural Armor - Link to physical toughness or size of a creature - affects Defense/Armor class Shield - Link to actual shield used and Conjuration (force) spells - sort of a passive defense - affects Defense/Armor class (would require some changes to spell lists) [/QUOTE]
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How many modifier types SHOULD there be?
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