Level instead of ½ level to attacks and defenses

ravenheart

Explorer
Level instead of ½ level to attacks and defenses

Yes, another one of these.

As most regulars on these forums know, there's a generally accepted flaw in the math of 4E, namely in the attack bonuses and defenses of PCs in comparison to monsters.

I won't go in to detail, but the jist is that PC capabilities lag behind monster of equal level - lagging 4 in attack, 2 in AC and 4 in the NADs *giggle* respectively, meaning that monsters have an increasingly easier time hitting PCs and PCs have an increasingly more difficult time hitting monsters as you go up in level.

The core of the problem is in the difference in how PCs and monsters calculate attacks and defenses, and particularly in the complications of the many components of PC math (ability scores, enhancement bonuses, masterwork armor, proficency bonuses etc.). Now, the main difference has to do with monsters gaining a bonus equal to their level to their attacks and defenses, where as PCs only gain half that value (plus all the above mentioned complicating factors to compensate).

There have been many ideas on how to "solve" this discrepancy without resorting to "feat taxes" (such as the officially sanctioned expertise feats), some ways have been discussed, recently in these two threads. I fancy my idea different enough (and focusing on the issue as a whole), therefore justifying my own thread. :cool:

Apologies in advance if this has come up before. My idea is quite simple, and, if you will, an elegant one at that (...oh, enough boasting, on with it!):



1. Add your FULL level to attack rolls and defenses (instead of just half).


2. NO enhancement bonuses.


3. NO masterwork armor.


4. NO ability score increases at level 4, 8, 11, 14, 18, 21, 24 and 28.




ex.

PC level 1, standard array, non-optimized, no shield, high attack stat
attack - 1 (lvl) + 3 (ability) (+ 2 (prof)) = +4/+6 (weapon)
defense - 10 + 1 (level) + 0-3 (ability) (+ 2-8 (armor)) = 11-14/13-19 (AC)

avg monster attack vs. NAD/AC = +4/+6; hits PC on 7-10/7-13
avg monster NAD/AC = 13/15; PC hits on 9
PC level 30, standard array, non-optimized, no shield, high attack stat
attack - 30 (lvl) + 3 (ability) (+ 2 (prof)) = +33/+35 (weapon)
defense - 10 + 30 (level) + 0-3 (ability) (+ 2-8 (armor)) = 40-43/42-48 (AC)

avg monster attack vs. NAD/AC = +33/+35; hits PC on 7-10/7-13
avg monster NAD/AC = 42/44; PC hits on 9
Note: This doesn't account for racial bonuses to ability scores, racial/class bonuses to attacks/defenses, item bonuses and a million other things that aren't relevant to the general math in question.



Now, my reasoning:
1. Add your FULL level to attack rolls and defenses (instead of just half).
1. This makes PC math roughly equivelant to monster math, allowing for a smoother, near-linear progression that keeps the odds against equal level foes even across all levels (with the other above adjustments, of course!).

2. NO enhancement bonuses.
2. A sacred cow to the slaughter. Magic items shouldn't define the basic capabilities of heroes, just add quirks and tricks where needed. The level system is more than enough to keep track of critical hit dice, item bonuses etc. No need for arbitrary +1s and +2s!

3. NO masterwork armor.
3. A bastard mathfix flung to the crap heap. "Static" ability scores keeps the difference between light and heavy armor the same across levels (barring feats).
4. NO ability score increases at level 4, 8, 11, 14, 18, 21, 24 and 28.
4. A rather young sacred cow ('bout 10 years, if I'm not mistaken) turned into a fine veal fillet for me! I never saw any reason for anyone to get inherently more intelligent or stronger just by virtue of being awesome...

...ok, actually it IS awesome, but most of this is covered by skills and/or ability checks anyway. I won't mess with EDs though :p. The full level bonus takes care of ability score progression.


Note: This only affects the ½ level bonus to attacks and defenses. Skills, abilities, initative and so forth is unaffected.



Now, there are some other issues that arise from this change:

1. Skill and ability checks
- both of these have some dependency on ability scores, seeing as an ability score could be increased 8 (10 with an epic destiny) points, granting a net +4 (+5) bonus to skill and ability checks which would be lost with this change. I'd settle for a +1 bonus to skill and ability checks of one ability of choice at level 4, 8, 14 etc., and a +1 to all skill and ability checks at level 11 and 21. This is deliberately more powerful/focused (possibly +8 increase to a skill), as it is also more free form (allowing smart fighters, so to speak).


2. Ability score prerequisites - be it for feats or PPs or whatever, this is certainly a problem with static ability scores. Fear not! At level 11 your ability scores count as 2 higher for meeting prerequisites, and at level 21 they count as 4 higher, allowing you to access pretty much anything with the proper build.


3. Lower damage - no enhancement bonus or progressing ability scores means that damage is going to suffer dramatically, which is bad. I thought about keeping enhancement bonuses for damage and going the same way as I did for ability/skill checks for damage, but thought to hell with it! Instead, just add ½ your level to damage, period (but only when you would otherwise add an enhancement bonus to damage). Damage is king, after all.


4. Other things affected by lack of abilty score progression - this includes initative and certain items (ex. Tacticians Armor). Initiative could easily fit into my proposal for skill and ability checks, but I'm not entirely convinced if that's a good idea. As for items such as Tacticians Armor, I'm completely stumped. But that might be just because I'm tired.



Now, what do you think? Is my math solid? I'm not an expert at these things, so if someone would be kind enough to check it, I'd appreciate it.
Any other ideas, tweaks? I'm too tired to think of anything else right now, but maybe I'll come up with something after a night's rest.


Now get to typin' and critizize the hell out of me! :devil:
 

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I'm going to reply to myself to get things going.

A few things I left unmentioned:

1. The odds - generally favor the PCs, especially when you factor in feats, race/class features, PPs and EDs.

But I like it that way. Hitting is more fun. And if I want to challenge the PCs, I don't have to feel like a jerk by throwing higher level critters at the PCs. It's win-win.

2. The "feat tax"-feats - a.k.a. Implement, Versatile and Weapon Expertise as well as Paragon and Robust Defenses (+ the Epic NAD-feats). My solution technically obsoletes them, since the problem they were meant to fix has become non-existent.

But I'm not much for banning feats, actually. If a player wants to be a munchkin, be my guest; there are other ways to challenge such players (skill challenges etc.).

3. Scaling bonuses to attack/defenses - I do think scaling bonuses to attack is overkill (damage should still scale, ex. weapon focus, draconic spellcaster), and the epic NAD-feat should be feat bonuses with my proposed change.

4. Obsolete magic items - some items have redundant levels of difference now, since their increasing enhancement bonus was the main reason to upgrade. Now, an arbitrary solution might be to stop an item working in the hands of too weak/powerful heroes, but it leaves me lacking.

A better solution might be to allow for some scaling benefit, which indeed is the case with some items. EDIT: Scratch this, I'm contradicting myself. Scaling bonuses are neither needed nor wanted! The most basic +1 items might still confer their benefit, to keep them competitive (i.e. a simple +1 dagger grants an enhancement bonus to attack and damage in comparison to a +1 (or level 2) vicious dagger). Optimization is still boring this way.

--------

More to come later, I'm sure. Thoughts?
 
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if u balance up the treasure that u give out there is no need for this House rule imo.
Besides it takes the fun out of obtaining new and more powerful magic items!
 

Adding the full level to attack and defense bonuses do at first look like a simple and elegant solution but your verson has a couple of serious drawbacks.

No increase in ability scores results in no damage increase for the PCs powers as they level up plus they have no means of meeting the prerequisites of several feats.

My solution to the math problem is a modified level bonus. +1 at each level from 2nd to 8th, 10th, 12th to 18th, 20th, 22nd to 28th and 30th level. The Expertise and Epic defense feats are banned.

I also keep the ability score increases but add +1 to three ability scores at 4th, 8th and so on. This gives the PCs the opportunity to increase a tertiary ability so the low NAD won't lag that much behind.

I also add this modified level bonus to the damage of all PC powers because it speeds up combat at the Paragon and Epic tiers. I won't bother people with the math but my solution evens out the average number rounds a typical combat lasts from 7th level on. Going by the rules as written and supported by a lot of anecdotal evidence, combat tend to grind at the high ends of the tiers.
 

if u balance up the treasure that u give out there is no need for this House rule imo.
Besides it takes the fun out of obtaining new and more powerful magic items!

Any amount of magic items won't fix the math, and magic items are supposed to give you neat tricks in my opinion, not define your character. Your character is a hero because he's awesome, not because he's got a +2 flaming longsword of d00m.

Adding the full level to attack and defense bonuses do at first look like a simple and elegant solution but your verson has a couple of serious drawbacks.

No increase in ability scores results in no damage increase for the PCs powers as they level up plus they have no means of meeting the prerequisites of several feats.

My solution to the math problem is a modified level bonus. +1 at each level from 2nd to 8th, 10th, 12th to 18th, 20th, 22nd to 28th and 30th level. The Expertise and Epic defense feats are banned.

I also keep the ability score increases but add +1 to three ability scores at 4th, 8th and so on. This gives the PCs the opportunity to increase a tertiary ability so the low NAD won't lag that much behind.

I also add this modified level bonus to the damage of all PC powers because it speeds up combat at the Paragon and Epic tiers. I won't bother people with the math but my solution evens out the average number rounds a typical combat lasts from 7th level on. Going by the rules as written and supported by a lot of anecdotal evidence, combat tend to grind at the high ends of the tiers.

I am very aware of the drawbacks you mentioned, which is why I dedicated an entire section to it in my original post.

[sblock]Now, there are some other issues that arise from this change:

1. Skill and ability checks
- both of these have some dependency on ability scores, seeing as an ability score could be increased 8 (10 with an epic destiny) points, granting a net +4 (+5) bonus to skill and ability checks which would be lost with this change. I'd settle for a +1 bonus to skill and ability checks of one ability of choice at level 4, 8, 14 etc., and a +1 to all skill and ability checks at level 11 and 21. This is deliberately more powerful/focused (possibly +8 increase to a skill), as it is also more free form (allowing smart fighters, so to speak).


2. Ability score prerequisites - be it for feats or PPs or whatever, this is certainly a problem with static ability scores. Fear not! At level 11 your ability scores count as 2 higher for meeting prerequisites, and at level 21 they count as 4 higher, allowing you to access pretty much anything with the proper build.


3. Lower damage - no enhancement bonus or progressing ability scores means that damage is going to suffer dramatically, which is bad. I thought about keeping enhancement bonuses for damage and going the same way as I did for ability/skill checks for damage, but thought to hell with it! Instead, just add ½ your level to damage, period (but only when you would otherwise add an enhancement bonus to damage). Damage is king, after all.[/sblock] I guess you missed it?
 


This solution is pretty much incompatible with character builder, which is extremely useful for groups that use it. Though I like the idea, it also has a lot of ripple effects given the design of 4e. Something to consider in 5e!

My Suggested Math Fix: At levels 5, 15, and 25, characters get +1 to hit and to Fort/Reflex/Will defenses.

This is a math fix for well known scaling issues; characters lose 4 to hit, 4 to their two strong FRW defenses (assuming they spread stat-points to two different ability scores), 7 to their weak FRW defense, and 2 to AC over 29 levels. With this change, characters lose 1 to-hit and 2 to their average FRW defense over these levels.

Ban the following feats:
Heroic: Focused Expertise, Implement Expertise, Weapon Expertise,
Epic: Robust Defenses, Epic Fortitude, Epic Reflexes, and Epic Will.

These benefits are accounted for by the “math fix.” The Expertise feats in particular seem like poor attempts to fix the math problems that would have been much better handled by a rules update. In the character builder, implement this change by giving yourself the appropriate Expertise feats for free, and then worry about powers not covered by the feats separately—e.g., a Dragonborn’s Breath. If you don’t have any feat bonuses to FRW, you can implement the FRW change by adding Paragon defenses as a free feat at level 5, or Robust Defenses as a free feat at level 15.
 

Yeah, I missed that section, but my solution is simpler, less invasive and have no exceptions like yours do.

I disagree. If you compare the relatively complex and differing elements of PC math (masterwork armor, enhancement bonuses, ability score increases) to this more streamlined and simplified version (full level to attack and defense, half level to damage) as a replacement, doesn't it strike you as more natural and simple?

As for it's invasive nature, I think it is worth it compared to a partial fix for inherently faulty math. Besides, I want to emphasize the characters, not their gear.

Though I'm wondering if the skill/ability-check bonus increase complicates the issue unnecessarily. Modifying the DCs might be a cleaner version (and since they scale in a linear fashion, this is easily accomplished).

This solution is pretty much incompatible with character builder, which is extremely useful for groups that use it. Though I like the idea, it also has a lot of ripple effects given the design of 4e. Something to consider in 5e!

My Suggested Math Fix: At levels 5, 15, and 25, characters get +1 to hit and to Fort/Reflex/Will defenses.

This is a math fix for well known scaling issues; characters lose 4 to hit, 4 to their two strong FRW defenses (assuming they spread stat-points to two different ability scores), 7 to their weak FRW defense, and 2 to AC over 29 levels. With this change, characters lose 1 to-hit and 2 to their average FRW defense over these levels.

Ban the following feats:
Heroic: Focused Expertise, Implement Expertise, Weapon Expertise,
Epic: Robust Defenses, Epic Fortitude, Epic Reflexes, and Epic Will.

These benefits are accounted for by the “math fix.” The Expertise feats in particular seem like poor attempts to fix the math problems that would have been much better handled by a rules update. In the character builder, implement this change by giving yourself the appropriate Expertise feats for free, and then worry about powers not covered by the feats separately—e.g., a Dragonborn’s Breath. If you don’t have any feat bonuses to FRW, you can implement the FRW change by adding Paragon defenses as a free feat at level 5, or Robust Defenses as a free feat at level 15.

I'm glad you like it!

I agree about the CB, since my group uses it as well. This on the other hand, is my main grip about the CB: not enough room for house-ruling. But hopefully this might improve in the future.
 


The reason I use a modifed level bonus instead of a full level bonus is so that I leave some room for ability score increases.

My modifed level bonus adds +24 over 30 levels and the +4 from ability score increases fills in most of the remaining gap compared to the +29 level bonus monsters get. The last +1 bonus my PCs can get by optimising their race/class combo, a superior weapon/implement, bonus from an Epic Destiny or survive without.

Ravenheart uses the full level bonus, cuts out ability score increases and then adds some virtual ability score increases. If that solution works for him and his group, congratulations. We all agree on that the math of 4E is wonky and any individual fix is a kludge and that there are no perfect solutions.

For skills I prefer not to include the 1/2 level bonus so I can just use a fixed set of skill check DCs. My DCs for improvised skill checks are:
DC 5 Cakewalk, DC 10 Simple, DC 15 Average, DC 20 Challenging, DC 25+ Very Hard to Nearly Impossible. If you want to beat a DC 40, go collect some bonuses and get some help.
 

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