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*Pathfinder & Starfinder
Low magic and inherent armor class dodge bonuses
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<blockquote data-quote="Jeph" data-source="post: 379337" data-attributes="member: 6738"><p>Try this: </p><p></p><p>Characters have reduced HP. They have Base HP equal to their Con score, and some bonus HP. The following table translates the HD into Bonus HP:</p><p></p><p>LV D04 D06 D08 D10 D12</p><p>01 +00 +00 +00 +01 +02</p><p>02 +00 +01 +01 +02 +03</p><p>03 +01 +01 +02 +03 +04</p><p>04 +01 +02 +03 +04 +05</p><p>05 +01 +02 +03 +05 +07</p><p>06 +01 +03 +04 +06 +08</p><p>07 +02 +03 +05 +07 +09</p><p>08 +02 +04 +06 +08 +10</p><p>09 +02 +04 +06 +09 +11</p><p>10 +02 +05 +07 +10 +13</p><p>11 +03 +05 +08 +11 +14</p><p>12 +03 +06 +09 +12 +15</p><p>13 +03 +06 +09 +13 +16</p><p>14 +03 +07 +10 +14 +17</p><p>15 +04 +07 +11 +15 +19</p><p>16 +04 +08 +12 +16 +20</p><p>17 +04 +08 +12 +17 +21</p><p>18 +04 +09 +13 +18 +22</p><p>19 +05 +09 +14 +19 +23</p><p>20 +05 +10 +15 +20 +25</p><p></p><p>So, a Barbarian 20 with Con 22 would have 47 HP. A Wiz 20 with Con 13 would have 18 HP. A Ftr 20 with Con 8 would have 28 HP. and so on. With</p><p></p><p>After you've figured this, adjust for creature size: Fine x1/16, Diminuative x1/8, Tiny x1/4, Smal x1/2, Medium x1, Large x2, Huge x4, Gargantuan x8, Collasal x16. This makes for some paper characters in an iron and steel world.</p><p></p><p>Now, we have Base Defensive Bonus. Characters have a BDB equal to their Base Attack Bonus plus their Base Reflex Bonus. Their Defense is their BDB + 10 plus Dexterity Modifier plus Deflection Bonus plus Dodge Bonus plus Insight Bonus plus Luck bonus plus size mod. Notice that did <strong>NOT</strong> include Armor or Natural Armor.</p><p></p><p>Then, characters have Protection. Their Protection is equal to their DR + Armor Bonus + Natural Armor Bonus. Subtract Protection from all damage you take.</p><p></p><p>Then comes the factor that limits armor: Max Base Defenxive Bonus. This number is double the Max Dex Bonus for the armor.</p><p></p><p>Overall, we have: </p><p></p><p>a) characters get hit less,</p><p>b) when they do they take less damage, and</p><p>c) when they <strong>do</strong> take damage it hurts MUCH more.</p><p></p><p></p><p>An option for toning down spellcasters: For healing, instead of just whisking away damage, it converts Normal damage into Subdual damage. for damageing spells, decrease the die type 1 step. Alternatively, you could use the 'odd = 1' rule: any die that comes up an odd number is counted as a 1 for damageing and healing spells.</p><p></p><p></p><p>this might be your solution, might be way to complicated. Whatever.</p><p></p><p>EDIT: corrected Defense</p></blockquote><p></p>
[QUOTE="Jeph, post: 379337, member: 6738"] Try this: Characters have reduced HP. They have Base HP equal to their Con score, and some bonus HP. The following table translates the HD into Bonus HP: LV D04 D06 D08 D10 D12 01 +00 +00 +00 +01 +02 02 +00 +01 +01 +02 +03 03 +01 +01 +02 +03 +04 04 +01 +02 +03 +04 +05 05 +01 +02 +03 +05 +07 06 +01 +03 +04 +06 +08 07 +02 +03 +05 +07 +09 08 +02 +04 +06 +08 +10 09 +02 +04 +06 +09 +11 10 +02 +05 +07 +10 +13 11 +03 +05 +08 +11 +14 12 +03 +06 +09 +12 +15 13 +03 +06 +09 +13 +16 14 +03 +07 +10 +14 +17 15 +04 +07 +11 +15 +19 16 +04 +08 +12 +16 +20 17 +04 +08 +12 +17 +21 18 +04 +09 +13 +18 +22 19 +05 +09 +14 +19 +23 20 +05 +10 +15 +20 +25 So, a Barbarian 20 with Con 22 would have 47 HP. A Wiz 20 with Con 13 would have 18 HP. A Ftr 20 with Con 8 would have 28 HP. and so on. With After you've figured this, adjust for creature size: Fine x1/16, Diminuative x1/8, Tiny x1/4, Smal x1/2, Medium x1, Large x2, Huge x4, Gargantuan x8, Collasal x16. This makes for some paper characters in an iron and steel world. Now, we have Base Defensive Bonus. Characters have a BDB equal to their Base Attack Bonus plus their Base Reflex Bonus. Their Defense is their BDB + 10 plus Dexterity Modifier plus Deflection Bonus plus Dodge Bonus plus Insight Bonus plus Luck bonus plus size mod. Notice that did [b]NOT[/b] include Armor or Natural Armor. Then, characters have Protection. Their Protection is equal to their DR + Armor Bonus + Natural Armor Bonus. Subtract Protection from all damage you take. Then comes the factor that limits armor: Max Base Defenxive Bonus. This number is double the Max Dex Bonus for the armor. Overall, we have: a) characters get hit less, b) when they do they take less damage, and c) when they [b]do[/b] take damage it hurts MUCH more. An option for toning down spellcasters: For healing, instead of just whisking away damage, it converts Normal damage into Subdual damage. for damageing spells, decrease the die type 1 step. Alternatively, you could use the 'odd = 1' rule: any die that comes up an odd number is counted as a 1 for damageing and healing spells. this might be your solution, might be way to complicated. Whatever. EDIT: corrected Defense [/QUOTE]
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Low magic and inherent armor class dodge bonuses
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