ogre said:
Mustrum_Ridcully- Certainly good points all around, but none of them fix the math problem. Though granted, the +1 per 2 levels would probably work if that was all there was. But, are they going to make it that bland that every PC has the same BAB, saves, AC etc. Are they going to do away with the STR bonus, +weapons, feats etc. to attack rolls?
Well, there will probably be blandness for some people, I admit. I don't see the difference ever getting larger than +5 or so between the best people in the group and the worst. This is by design. More than that and it is just too random.
(These numbers are all made up, but they are based on what math would do it)
So, a fighter might get a +2 to hit at level 1, putting him 2 higher than a wizard, while a rogue gets +1 (or maybe even the other way around). At level 10 they get another +1 and and 20 they get another +1.
Meanwhile, almost everyone is using powers to attack rather than just basic attacks. So the fighters powers are almost all strength based while the wizard powers are intelligence based.
While the Fighter has a 20 strength, the wizard has a 20 int. They both add +5 to hit and damage due to their stat modifier, it's just a different stat. This makes the difference between the fighters to hit rolls and the wizards fairly close but not exactly the same. The fighter might have a +1 sword. The wizard might have a +1 wand.
This also accomplishes their other stated goal that monsters would be usable for more levels. Since the difference between level 10 and 12 is +1 to hit for ALL the classes it doesn't make that level 10 monster that much easier. Especially if damage only goes up by 1 or 2 during that time instead of 2d6 like it does in 3e.
This is shown by the fact that the Paladin Smites all stay at the exact same damage, even the level 27 one. If all the classes got a bonus to damage equal to their level or half their level, then damage would go up, but slowly.
I think you'll see that in 4e instead of having 2d6+4 at first level and 4d6+30 at 20th, that you'll instead see 2d6+4 at first level and 2d6+20 at 20th. This'll hold true for spells as well. Instead of 1d6 damage at 1st and 20d6 damage at 20th, you'll instead see 1d6+4 damage at first and 1d6+20 damage at 20th.
The idea is that most damage will be similar (but not exactly the same), but that characters would instead differentiate themselves but the secondary effects of their powers. Rogues would be trying to get flanking to activate their power that also opens up the enemy to a more powerful attack next round. The paladin will be hoping he hits because it means he an add to the AC of the wizard so he doesn't die this round. The wizard is hoping he can entangle the enemies with his attack in addition to doing damage to slow them down for a round.
Every class plays different without damage or attack rolls being the balancing factor anymore.