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<blockquote data-quote="Nonlethal Force" data-source="post: 3072605" data-attributes="member: 35788"><p>Seriously, thanks for posting this. I've heard people talk about true20 but I've honestly never picked it up. I appreciate it. </p><p></p><p> </p><p></p><p>By +8 I am assuming you mean the sum of the modifiers, for example a +2 in STR, CON, WIS, CHA and a +1 in INT, DEX?</p><p></p><p>Assuming this is true, did you set up a maximum upper bound at character generation such as: No character can have greater than a +4 in any one stat before racial mods are applied?</p><p></p><p></p><p></p><p>I can see why they would balk. It "feels" slower because it's nice to look at the chart and see that bonus come every four levels. However, I imagine this system is actually faster for your typical point buy character. In point buy, my experience is even ability scores anyway. So 5 boosts would only account for two actual mod increases.</p><p></p><p>Just out of curiosity, why'd you choose 4, 10, 16? For some reason I'd have expected you to go with the averages of 6, 12, 18.</p><p></p><p>Have you had games go into epic levels? I personally don't have many, but if I did I'd wonder if this begings to unbalance things as technically the players would be up a modifier increase by the 4th increase at 22. Then again, if it was a rolled character with enough odd scores, maybe not. Just curious.</p><p></p><p></p><p></p><p>I would think the old "use a d6 to make a d3" rule could easily apply. Whatever the given die is, round up. So, a spell doing 2d4 to charisma for example:</p><p></p><p>2 becomes -1 (frequency of happening = 1: 1,1)</p><p>3 becomes -2 (frequency of happening = 2: 1,2; 2,1)</p><p>4 becomes -2 (frequency of happening = 3: 1,3; 2,2; 3,1)</p><p>5 becomes -3 (frequency of happening = 4: 1,4; 2,3; 3,2; 4,1)</p><p>6 becomes -3 (frequency of happening = 3: 2,4; 3,3; 4,2)</p><p>7 becomes -4 (frequency of happening = 2: 3,4; 4,3)</p><p>8 becomes -4 (frequency of happening = 1: 4,4)</p><p></p><p>The frequency demonstrates a wondefully normal distribution as I would expect. the actual damage is a tad weighted to the hevier side, but that is simply because in using an even number of dice the lowest amount of damage done is always even.</p><p></p><p></p><p>Anyway, thanks for putting this up!</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3072605, member: 35788"] Seriously, thanks for posting this. I've heard people talk about true20 but I've honestly never picked it up. I appreciate it. By +8 I am assuming you mean the sum of the modifiers, for example a +2 in STR, CON, WIS, CHA and a +1 in INT, DEX? Assuming this is true, did you set up a maximum upper bound at character generation such as: No character can have greater than a +4 in any one stat before racial mods are applied? I can see why they would balk. It "feels" slower because it's nice to look at the chart and see that bonus come every four levels. However, I imagine this system is actually faster for your typical point buy character. In point buy, my experience is even ability scores anyway. So 5 boosts would only account for two actual mod increases. Just out of curiosity, why'd you choose 4, 10, 16? For some reason I'd have expected you to go with the averages of 6, 12, 18. Have you had games go into epic levels? I personally don't have many, but if I did I'd wonder if this begings to unbalance things as technically the players would be up a modifier increase by the 4th increase at 22. Then again, if it was a rolled character with enough odd scores, maybe not. Just curious. I would think the old "use a d6 to make a d3" rule could easily apply. Whatever the given die is, round up. So, a spell doing 2d4 to charisma for example: 2 becomes -1 (frequency of happening = 1: 1,1) 3 becomes -2 (frequency of happening = 2: 1,2; 2,1) 4 becomes -2 (frequency of happening = 3: 1,3; 2,2; 3,1) 5 becomes -3 (frequency of happening = 4: 1,4; 2,3; 3,2; 4,1) 6 becomes -3 (frequency of happening = 3: 2,4; 3,3; 4,2) 7 becomes -4 (frequency of happening = 2: 3,4; 4,3) 8 becomes -4 (frequency of happening = 1: 4,4) The frequency demonstrates a wondefully normal distribution as I would expect. the actual damage is a tad weighted to the hevier side, but that is simply because in using an even number of dice the lowest amount of damage done is always even. Anyway, thanks for putting this up! [/QUOTE]
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