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Inherent Bonuses: +level to-hit and defenses?
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<blockquote data-quote="corwyn77" data-source="post: 5757534" data-attributes="member: 63309"><p>More of less. I'm running a Burning Sky game now at level 8 as a somewhat traditional "High Fantasy" This means no plethora of magic items, but the ones that exist are powerful. So mostly what dnd considers artifacts. Therefore I've taken magic items almost completely out of the equation.</p><p></p><p>So what I've done is this:</p><p></p><p>Stats do not add to attack rolls</p><p>All attack rolls are 3 + level</p><p>Stats do not increase at levels *4 or *8</p><p>All characters have a damage bonus of 1/2 level (halved again if using a power with multiple attacks on the same target or multiple targets</p><p></p><p>No feats are allowed which give a non-situational bonus to attacks or damage. This is left somewhat vague on purpose to allow me to adjudiate feats on a case-by-case basis but at a minimum eliminates expertise, weapon focus and all the picky feats for implement powers. </p><p></p><p>I allow essentials expertise for the most part, ignoring the attack bonus - some are good enough anyway.</p><p></p><p>Bottom line: this replaces</p><p></p><p>+6 Enhancement bonuses (weapons/armoour)</p><p>+6 Item bonuses (bracers, staff of ruin with the bonus that all characters are treated equally - no fishing for implement feats, no preferential treatment of some implements over others like staff of ruin/staff expertise)</p><p>+3 feat bonus (expertise, focus, etc.)</p><p>1/2 level (attack only)</p><p>+4 stat increases </p><p></p><p>This amounts to +28 to attack from level 1 to 30 where I grant +29 so they scale at the same rate as monsters (which was my goal more than replacing exactly what they had from items).</p><p></p><p>Defenses scale the same way, replacing +25 with +29 and I don't allow most feats which add a universal bonus to defenses. </p><p></p><p>Striker damage riders that rely on stats get +2 damage at Paragon, +4 at Epic to cover classes like monk and sorceror. Same with healing riders. </p><p></p><p>While it didn't start out as a goal, discovered a cool additional benefit. I worked out the damage bonus the way I did to put implement-based strikers on an even keel with weapon-based and then cut the bonus in half for aoe casters so controllers weren't doing near-striker damage to multiple targets. Then it occured to me to broaden the wording to multiple attacks and, IMO, neatly fixes twin strike and othere multiple attack powers as well. This puts the epic TS on par with other striker at-wills, I think.</p></blockquote><p></p>
[QUOTE="corwyn77, post: 5757534, member: 63309"] More of less. I'm running a Burning Sky game now at level 8 as a somewhat traditional "High Fantasy" This means no plethora of magic items, but the ones that exist are powerful. So mostly what dnd considers artifacts. Therefore I've taken magic items almost completely out of the equation. So what I've done is this: Stats do not add to attack rolls All attack rolls are 3 + level Stats do not increase at levels *4 or *8 All characters have a damage bonus of 1/2 level (halved again if using a power with multiple attacks on the same target or multiple targets No feats are allowed which give a non-situational bonus to attacks or damage. This is left somewhat vague on purpose to allow me to adjudiate feats on a case-by-case basis but at a minimum eliminates expertise, weapon focus and all the picky feats for implement powers. I allow essentials expertise for the most part, ignoring the attack bonus - some are good enough anyway. Bottom line: this replaces +6 Enhancement bonuses (weapons/armoour) +6 Item bonuses (bracers, staff of ruin with the bonus that all characters are treated equally - no fishing for implement feats, no preferential treatment of some implements over others like staff of ruin/staff expertise) +3 feat bonus (expertise, focus, etc.) 1/2 level (attack only) +4 stat increases This amounts to +28 to attack from level 1 to 30 where I grant +29 so they scale at the same rate as monsters (which was my goal more than replacing exactly what they had from items). Defenses scale the same way, replacing +25 with +29 and I don't allow most feats which add a universal bonus to defenses. Striker damage riders that rely on stats get +2 damage at Paragon, +4 at Epic to cover classes like monk and sorceror. Same with healing riders. While it didn't start out as a goal, discovered a cool additional benefit. I worked out the damage bonus the way I did to put implement-based strikers on an even keel with weapon-based and then cut the bonus in half for aoe casters so controllers weren't doing near-striker damage to multiple targets. Then it occured to me to broaden the wording to multiple attacks and, IMO, neatly fixes twin strike and othere multiple attack powers as well. This puts the epic TS on par with other striker at-wills, I think. [/QUOTE]
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Inherent Bonuses: +level to-hit and defenses?
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