Melee, Ranged, Magic Attack Rolls & Powers

That doesn't fix anything with the math at all.

The real problem in 3e is BAB; the real problem in 4e is the half-level "badass bonus".

The other real problem is the size of the ability bonus. All of these things should be cut back IMHO; a 20th level fighter should have about +7 or +8 above a first level, maybe +10 at max, including everything- skills, feats, powers, build, stats, magic items, etc.
 

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Definitely don't like the 1/2 level to stuff.

If your HP is going up every level, AC only needs to move a little; having more HP means you'll survive longer in the combat overall. Also making it harder to be hit makes the combat last all that much longer. Having a 31 AC makes 1st level orcs irrelevant; having a 16 AC but 120 hit points means large mobs of orcs are unlikely to kill you, but can still be a threat.

In a 3.X-like system, I wish that BAB and Saves were like skills. You could invest points into them at your discretion, though your level (and whether it was class or non-class) limited how high you could take it at any given point. Maybe AC for those wanting armorless badasses.
 

That doesn't fix anything with the math at all.

The real problem in 3e is BAB; the real problem in 4e is the half-level "badass bonus".

The other real problem is the size of the ability bonus. All of these things should be cut back IMHO; a 20th level fighter should have about +7 or +8 above a first level, maybe +10 at max, including everything- skills, feats, powers, build, stats, magic items, etc.

Jester, do you have a level table to make this happen? I can play test it.

If all attack rolls were based just on 1d20+the relevant ability modifier+feats+magic+powers..

..and every 5 levels you could increase 1 ability score by +1 and increase all ability scores by +1 at 11th and 21st level..

then the most you could increase an attack roll would be..
1d20+18strength(+4modifier)+increase strength by +8 by 30th level to strength26(+8modifier)
 
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That doesn't fix anything with the math at all.

The real problem in 3e is BAB; the real problem in 4e is the half-level "badass bonus".

The other real problem is the size of the ability bonus. All of these things should be cut back IMHO; a 20th level fighter should have about +7 or +8 above a first level, maybe +10 at max, including everything- skills, feats, powers, build, stats, magic items, etc.

I think ability scores and class level should both have a significant effect on attack bonus, just not as high as 3e (or 4e, especially for non-fighters). +10 from BAB and max +5 from ability would work for me.

For example: fighter has 1/2 BAB (round 1/2 up), cleric and rogue have 1/3 BAB (round 2/3 up) and wizard has 1/4 BAB (round 1/2 up). Remove all unconditional attack bonuses from feats and class features, as well as all ability score increases beyond racial maximum.

If the max should be below 10, halve ability bonuses to attack and make the BAB progression: fighter 1/3, cleric and rogue 1/4, wizard 1/5.

I like the BAB method of growing different classes in different directions. Fighters improve their to hit, wizards improve their damage. Rogues and clerics do a bit of both. AC "progression" should follow the wizard's attack bonus.
 

Jester, do you have a level table to make this happen? I can play test it.

My homebrewed version of D&D, which I haven't had time and impetus enough to work on in months and months, is posted here.

There are a few "known issues" with it at this point- one thing is, I need to rewrite a bunch of the stances, styles and prestige classes to better reflect what a master of a given type of weapon should be able to pull off at high levels- but conceptually, it's pretty strong.

Interestingly, a lot of what I set out to accomplish sounds like it might be on the table for 5e (by whatever name), so my urgency to refine and fix what I had going on has dwindled.
 

Hit points already scale by level which makes it hard for lower-level threats to matter. If you add defenses scaling by level then you quickly leave low-level threats in the dust.

In order to reflect improving dodges/parries as you level perhaps have specials the character can use. Negate an attack or two. Strikeback against those who attack you. Or just level defenses very, very slowly such as Once-Per-Tier.
 

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