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Jeff's +5 Bonus Idea Good?
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<blockquote data-quote="Sunseeker" data-source="post: 6068696"><p>Yes, (20-10)/2 still = a +5 bonus from a fully-maxed stat.</p><p>So we would have:</p><p>+5 mod</p><p>+5 class</p><p>+5 feat</p><p>+5 magic buff</p><p>+5 magic item.</p><p></p><p>So, we'd get an ABOLSUTE maximum of +25.</p><p></p><p>This is of course, only going to happen in the best of situations with a properly maxed parties. </p><p>We could reduce the maximum possible modifier by making an enhancement bonus apply to damage only, leave maximum to-hit at 20. </p><p></p><p>In your <em>average</em> party, players are unlikely to be feat-maxed, likely getting only up to a +3 in favor of other flavorful options.</p><p>Players are also unlikely to always have max enhancement weapons, probably a 3 or 4 by level 20.</p><p>Likewise buffs may not always be present, so we can't assume that they are.</p><p></p><p>I mean really the only thing we're pretty much guaranteed to have maxed are class because it maxes automatically, and primary damage-modifer stat since going from a good roll of 16 plus your racial bonus, plus your class bonus to 18, you'll get capped at 20 by level 6. So we can only guarantee a player is going to get +10 to attacks on a regular basis.</p><p></p><p>With that being the minium, and 25 being the maximum, that means enemies should assume the median of 12.5, round up to 13 for average challenge. So a player is swinging with a +10(average 20 to hit) against a +13(average 23 AC), giving them a fairly solid change to hit an average-challenge enemy. Players who optimize to get that full 20 or 25 would only need more challenging enemies. And if WOTC keeps it as simple to improve monster defenses and output as they did in 4e, then that will hardly be a problem. Optimized monsters against optimized players is a fair deal I say. My biggest gripe with older editions is simply how complicated it was to "upgrade" a monster for play against optimized players.</p><p></p><p>I think everything could reasonably be built on a +5 maximum modifier system.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6068696"] Yes, (20-10)/2 still = a +5 bonus from a fully-maxed stat. So we would have: +5 mod +5 class +5 feat +5 magic buff +5 magic item. So, we'd get an ABOLSUTE maximum of +25. This is of course, only going to happen in the best of situations with a properly maxed parties. We could reduce the maximum possible modifier by making an enhancement bonus apply to damage only, leave maximum to-hit at 20. In your [I]average[/I] party, players are unlikely to be feat-maxed, likely getting only up to a +3 in favor of other flavorful options. Players are also unlikely to always have max enhancement weapons, probably a 3 or 4 by level 20. Likewise buffs may not always be present, so we can't assume that they are. I mean really the only thing we're pretty much guaranteed to have maxed are class because it maxes automatically, and primary damage-modifer stat since going from a good roll of 16 plus your racial bonus, plus your class bonus to 18, you'll get capped at 20 by level 6. So we can only guarantee a player is going to get +10 to attacks on a regular basis. With that being the minium, and 25 being the maximum, that means enemies should assume the median of 12.5, round up to 13 for average challenge. So a player is swinging with a +10(average 20 to hit) against a +13(average 23 AC), giving them a fairly solid change to hit an average-challenge enemy. Players who optimize to get that full 20 or 25 would only need more challenging enemies. And if WOTC keeps it as simple to improve monster defenses and output as they did in 4e, then that will hardly be a problem. Optimized monsters against optimized players is a fair deal I say. My biggest gripe with older editions is simply how complicated it was to "upgrade" a monster for play against optimized players. I think everything could reasonably be built on a +5 maximum modifier system. [/QUOTE]
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