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How much magic do you have in your game?
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<blockquote data-quote="DND_Reborn" data-source="post: 8181120" data-attributes="member: 6987520"><p>LOL, <em>of course</em> they did... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> Sorry, but that kind of design it was turned me off from D&D during 3E. I like the concept of prestige classes, but "epic" level never had any appeal to me--just not my style of game. <em>shrug</em></p><p></p><p></p><p>That is what we did for a while. Ultimately I dropped the rule because 90% of the time, the players picked races with +2 in their main ability score anyway... so the rule ended up being unnecessary.</p><p></p><p>One thing that I would prefer is a great discrepancy in proficiency bonus: +2 to +6 is not enough of a swing IMO to represent all the experience and abilities a tier 4 PC would have over a tier 1 PC. We shifted to +2 to +8, and thought about making it +1 to +9 even.</p><p></p><p>The overall intent was to keep the combined proficiency + ability modifier capped around +11 so it was close to RAW. For a while, ours was +12. Expertise added half proficiency (rounded up), not full proficiency. So, even with +8 proficiency, expertise capped at +12 (same as RAW).</p><p></p><p></p><p>Sadly, yes. I have two players who are horrible (and I mean <em>horrible</em>!!!) at math. Making them roll more for damage (e.g. a rogue with a rapier and +3d6 sneak attack would become 2d8+6d6) would be a nightmare while they add up all the dice. Even just doubling the damage (e.g. 17 to 34 or something) would be bad enough.</p><p></p><p>As DM, I only track monster HP. The players might have to track an animal companion or something in addition to their PC. By making the rule just removing CON mod per level, PC HP is reduced slightly (keeping their survivability at least close to RAW), and it keeps the numbers smaller so, yes, the math is easier for them.</p><p></p><p>With one player, I almost defaulted to a "hits-to-kill" (HTK) system instead. The idea was PCs could take 1 HTK per level plus their CON mod. So, a level 1 PC with CON 16 could take 4 HTK. At level 10 with CON 16, it would be 13 HTK. Each successful attack (two on a crit) would remove 1 HTK, etc. The math and idea was simply enough, but implementing it in 5E was too much to tweak so I abandoned it.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8181120, member: 6987520"] LOL, [I]of course[/I] they did... :rolleyes: Sorry, but that kind of design it was turned me off from D&D during 3E. I like the concept of prestige classes, but "epic" level never had any appeal to me--just not my style of game. [I]shrug[/I] That is what we did for a while. Ultimately I dropped the rule because 90% of the time, the players picked races with +2 in their main ability score anyway... so the rule ended up being unnecessary. One thing that I would prefer is a great discrepancy in proficiency bonus: +2 to +6 is not enough of a swing IMO to represent all the experience and abilities a tier 4 PC would have over a tier 1 PC. We shifted to +2 to +8, and thought about making it +1 to +9 even. The overall intent was to keep the combined proficiency + ability modifier capped around +11 so it was close to RAW. For a while, ours was +12. Expertise added half proficiency (rounded up), not full proficiency. So, even with +8 proficiency, expertise capped at +12 (same as RAW). Sadly, yes. I have two players who are horrible (and I mean [I]horrible[/I]!!!) at math. Making them roll more for damage (e.g. a rogue with a rapier and +3d6 sneak attack would become 2d8+6d6) would be a nightmare while they add up all the dice. Even just doubling the damage (e.g. 17 to 34 or something) would be bad enough. As DM, I only track monster HP. The players might have to track an animal companion or something in addition to their PC. By making the rule just removing CON mod per level, PC HP is reduced slightly (keeping their survivability at least close to RAW), and it keeps the numbers smaller so, yes, the math is easier for them. With one player, I almost defaulted to a "hits-to-kill" (HTK) system instead. The idea was PCs could take 1 HTK per level plus their CON mod. So, a level 1 PC with CON 16 could take 4 HTK. At level 10 with CON 16, it would be 13 HTK. Each successful attack (two on a crit) would remove 1 HTK, etc. The math and idea was simply enough, but implementing it in 5E was too much to tweak so I abandoned it. [/QUOTE]
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