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"I hate math"
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<blockquote data-quote="Ourph" data-source="post: 1644072" data-attributes="member: 20239"><p>Actually, I think I would take exactly the opposite approach. Instead of breaking down the "defensive focus" and "offensive focus" options into multiple granular abilities of fixed +/-, I would just allow all characters the ability to choose where to distribute their BAB. I would eliminate the +5 to AC cap that Combat Expertise uses and simply say, you can distribute your BAB in 3 ways: 1) You can apply it to attack rolls as usual. 2) You can apply it to AC (as per combat expertise) or 3) You can apply it to damage (as per Power Attack). Each round you can choose how much of your BAB goes into each option (a fluid scale, rather than a granular scale). You could easily keep track of this with the marker system you describe by using a different colored die for each area (yellow for attack, blue for defense, red for damage - each die should have a # designated as 0). Each round you simply flip the die for the right color to match the amount of BAB you're distributing into that area. It's a completely flexible and customizable system that works on a single mechanic with one simple rule.</p><p></p><p></p><p></p><p>For fixing AC bonus types and when/how they apply, my simple fix would be to divide armor bonuses into two types "avoidance" and "resistance". Examples of resistance would be armor bonuses and natural armor bonuses. Examples of avoidance would be cover bonuses, dodge bonuses, luck bonuses, deflection bonuses etc. In general, everything would stack, but the DM obviously has the power to disallow stacking in certain cases if he feels it's appropriate (for example, a DM SHOULD disallow avoidance bonuses from wearing two rings of protection at the same time from stacking).</p><p></p><p>You should only ever have to note down 3 types of AC on your character sheet. Resistance AC, Avoidance AC and Total AC. In general you would use your total AC. If you're caught flat-footed or are fighting an invisible opponent, you use only your resistance AC, if you're the subject of a touch attack, you use only your avoidance AC.</p><p></p><p></p><p></p><p>I would get rid of the max Dex bonus to AC based on armor. That particular rule isn't necessary. The armor bonus should already factor in how much it restricts your movement. I would simply have an armor check penalty that applies to skills and leave it at that.</p></blockquote><p></p>
[QUOTE="Ourph, post: 1644072, member: 20239"] Actually, I think I would take exactly the opposite approach. Instead of breaking down the "defensive focus" and "offensive focus" options into multiple granular abilities of fixed +/-, I would just allow all characters the ability to choose where to distribute their BAB. I would eliminate the +5 to AC cap that Combat Expertise uses and simply say, you can distribute your BAB in 3 ways: 1) You can apply it to attack rolls as usual. 2) You can apply it to AC (as per combat expertise) or 3) You can apply it to damage (as per Power Attack). Each round you can choose how much of your BAB goes into each option (a fluid scale, rather than a granular scale). You could easily keep track of this with the marker system you describe by using a different colored die for each area (yellow for attack, blue for defense, red for damage - each die should have a # designated as 0). Each round you simply flip the die for the right color to match the amount of BAB you're distributing into that area. It's a completely flexible and customizable system that works on a single mechanic with one simple rule. For fixing AC bonus types and when/how they apply, my simple fix would be to divide armor bonuses into two types "avoidance" and "resistance". Examples of resistance would be armor bonuses and natural armor bonuses. Examples of avoidance would be cover bonuses, dodge bonuses, luck bonuses, deflection bonuses etc. In general, everything would stack, but the DM obviously has the power to disallow stacking in certain cases if he feels it's appropriate (for example, a DM SHOULD disallow avoidance bonuses from wearing two rings of protection at the same time from stacking). You should only ever have to note down 3 types of AC on your character sheet. Resistance AC, Avoidance AC and Total AC. In general you would use your total AC. If you're caught flat-footed or are fighting an invisible opponent, you use only your resistance AC, if you're the subject of a touch attack, you use only your avoidance AC. I would get rid of the max Dex bonus to AC based on armor. That particular rule isn't necessary. The armor bonus should already factor in how much it restricts your movement. I would simply have an armor check penalty that applies to skills and leave it at that. [/QUOTE]
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