I've toyed with his idea and I think I've come up with something the designers were leaning toward. In the latest play-test, many of the bounded score and bonus numbers are hovering around 25.
My system was a little strict and boring. But Jeff's numbers are metric and easier to remember.
This is how it would look, would you go for a system like this?
Ability Modifiers
The maximum ability score would be 25. This is already in keeping with the average increasing number. 4th edition went higher but the math became a nightmare at higher level game play.
max abi = 25
abi mod = abi score - 10 / 3
That is a +1 bonus every 3 points above 10. This meets the standard good design principle of noticable improvements every 3 points.
str25(+5)
We are saying here that natural ability is important but not as important as in previous editions because there are other sources for bonuses.
max lvl = 25
lvl mod = lvl / 5
That is a +1 bonus every 5 levels.
lvl 25(+5)
We are saying here that as you level-up, you are constantly hitting and doing damage and you impove over the years. That this experience is just as important as natural ability to hit and damage.
Since abi and lvl give a potential of +5 bonuses each, feats and magic should too.
People argue for the removal of feats and I tend to agree that level bonus could replace it. But leaving in feats satisfies those who want to spend a "tax" to impove their to hit and damage. But they aren't required to as feats only now account for 1/4th of their possible bonuses.
Magic could range from -5 cursed to +5 blessed. This includes both items and spell and prayer effects.
So a maximum strength based to hit would look like this.
1d20
+str25(+5)
+lvl25(+5)
+feat+5
+magic+5
=1d20+20
+ advantage or disadvantage situation modifier
The damage would mirror this. We've got to keep the basic damage roll down in order not to inflate everything.
1[w] = 1d4, 1d6, 1d8, 1d10, 1d12 or 2d6 or 3d4
+str25(+5)
+lvl25(+5)
+feat+5
+magic+5
=1[w]+20
At higher levels we can offer a max of 2 main, 2 off-hand attacks per turn.
That should cut down combat time considerably even without inflated damage dice. The bonus will take care of the higher damage.
no damage bonus for advantage
My system was a little strict and boring. But Jeff's numbers are metric and easier to remember.
This is how it would look, would you go for a system like this?
Ability Modifiers
The maximum ability score would be 25. This is already in keeping with the average increasing number. 4th edition went higher but the math became a nightmare at higher level game play.
max abi = 25
abi mod = abi score - 10 / 3
That is a +1 bonus every 3 points above 10. This meets the standard good design principle of noticable improvements every 3 points.
str25(+5)
We are saying here that natural ability is important but not as important as in previous editions because there are other sources for bonuses.
max lvl = 25
lvl mod = lvl / 5
That is a +1 bonus every 5 levels.
lvl 25(+5)
We are saying here that as you level-up, you are constantly hitting and doing damage and you impove over the years. That this experience is just as important as natural ability to hit and damage.
Since abi and lvl give a potential of +5 bonuses each, feats and magic should too.
People argue for the removal of feats and I tend to agree that level bonus could replace it. But leaving in feats satisfies those who want to spend a "tax" to impove their to hit and damage. But they aren't required to as feats only now account for 1/4th of their possible bonuses.
Magic could range from -5 cursed to +5 blessed. This includes both items and spell and prayer effects.
So a maximum strength based to hit would look like this.
1d20
+str25(+5)
+lvl25(+5)
+feat+5
+magic+5
=1d20+20
+ advantage or disadvantage situation modifier
The damage would mirror this. We've got to keep the basic damage roll down in order not to inflate everything.
1[w] = 1d4, 1d6, 1d8, 1d10, 1d12 or 2d6 or 3d4
+str25(+5)
+lvl25(+5)
+feat+5
+magic+5
=1[w]+20
At higher levels we can offer a max of 2 main, 2 off-hand attacks per turn.
That should cut down combat time considerably even without inflated damage dice. The bonus will take care of the higher damage.
no damage bonus for advantage