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*TTRPGs General
How many modifier types SHOULD there be?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2974088" data-attributes="member: 2810"><p>There are a couple reasons why I think a review of this mechanic is useful. The large number of non-stacking bonuses can cause problems for players and (especially) DMs. The increase in dynamic changes to character abilities makes things complicated to track, especially in the middle of combat. The min-maxing tendencies of players can get out of hand, as they attempt to accumulate the largest number of different bonuses. It can contribute to the perceived over-reliance on equipment, for the same reason.</p><p></p><p>Bonuses of a magical nature, whether arcane, divine, whatever: Magical</p><p>Bonuses as a result of environment or situation (slippery rocks, smart player tactic, morale): Circumstance</p><p>Bonuses due to mundane equipment (armor, shields, masterwork weapons or tools): Equipment</p><p>Bonuses due to class ability (barbarian rage, ranger favored enemy): Class</p><p></p><p>Inherent and racial really aren't bonuses, as they permanently modify the base score. Polymorphing into a fire giant just provides a magical bonus to the relevant stats. Similarly, the 'Dex bonus' to armor and such isn't really a bonus, it's a rule that says you always apply the Dex modifier to the armor class. (Re-word flat-footed to say that it makes the Dex modifier 0 or unchanged, whichever is lower.)</p><p></p><p>That's it -- Magical, Circumstance, Equipment, Class. No unnamed or untyped bonuses. No stacking, just take the highest bonus minus the highest penalty. </p><p></p><p>Re-work spells as necessary to provide scaling magical bonuses, although I'd also consider seperate spells at increasing levels instead (eg, Cub's Strength, +2 Magical bonus to STR at 2nd, Bear's Strength +4 Magical bonus to Strength at 4th, Dire Bear's Strength +6 Magical bonus to Strength at 7th)</p><p></p><p>A 14 Dex fighter wearing +2 plate and a large shield has an AC of 10+8+2+2+1=23.</p><p></p><p>Of course, the trickle-down effect would be enormous, but I think it could be done.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2974088, member: 2810"] There are a couple reasons why I think a review of this mechanic is useful. The large number of non-stacking bonuses can cause problems for players and (especially) DMs. The increase in dynamic changes to character abilities makes things complicated to track, especially in the middle of combat. The min-maxing tendencies of players can get out of hand, as they attempt to accumulate the largest number of different bonuses. It can contribute to the perceived over-reliance on equipment, for the same reason. Bonuses of a magical nature, whether arcane, divine, whatever: Magical Bonuses as a result of environment or situation (slippery rocks, smart player tactic, morale): Circumstance Bonuses due to mundane equipment (armor, shields, masterwork weapons or tools): Equipment Bonuses due to class ability (barbarian rage, ranger favored enemy): Class Inherent and racial really aren't bonuses, as they permanently modify the base score. Polymorphing into a fire giant just provides a magical bonus to the relevant stats. Similarly, the 'Dex bonus' to armor and such isn't really a bonus, it's a rule that says you always apply the Dex modifier to the armor class. (Re-word flat-footed to say that it makes the Dex modifier 0 or unchanged, whichever is lower.) That's it -- Magical, Circumstance, Equipment, Class. No unnamed or untyped bonuses. No stacking, just take the highest bonus minus the highest penalty. Re-work spells as necessary to provide scaling magical bonuses, although I'd also consider seperate spells at increasing levels instead (eg, Cub's Strength, +2 Magical bonus to STR at 2nd, Bear's Strength +4 Magical bonus to Strength at 4th, Dire Bear's Strength +6 Magical bonus to Strength at 7th) A 14 Dex fighter wearing +2 plate and a large shield has an AC of 10+8+2+2+1=23. Of course, the trickle-down effect would be enormous, but I think it could be done. [/QUOTE]
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How many modifier types SHOULD there be?
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