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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Dragonblade" data-source="post: 5782800" data-attributes="member: 2804"><p>Ok, so how about something like a +1 inherent bonus every 5 levels to represent increasing skill, but this bonus overlaps and doesn't stack with magic item enhancement bonuses. That way it keeps the integrity of no ascending bonuses and helps balance out magic item bonuses but keeps magic optional.</p><p></p><p>It may be just me, but I've always viewed magic item bonuses to hit as the item guiding the hands of a less experienced wielder, but in the hands of an expert, they don't need the item to tell them where to strike.</p><p></p><p>Likewise, you could designate other bonuses that overlap but don't stack. Armor and Natural Armor overlap but don't stack, since both bonuses are based on the same premise. Dodge, Deflection, and say Shield bonuses overlap but don't stack, and so on. This helps keep distinct bonuses viable but prevents crazy stacking.</p><p></p><p>Generally, I think magic should provide cool powers and options as opposed to numeric bonuses. Like a flaming sword should say provide +1d6 fire damage to attacks made with it, sheds light, and can set things on fire, and so on as opposed to a +X bonus. But +X items are classically D&D, so you have to keep that in some form. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5782800, member: 2804"] Ok, so how about something like a +1 inherent bonus every 5 levels to represent increasing skill, but this bonus overlaps and doesn't stack with magic item enhancement bonuses. That way it keeps the integrity of no ascending bonuses and helps balance out magic item bonuses but keeps magic optional. It may be just me, but I've always viewed magic item bonuses to hit as the item guiding the hands of a less experienced wielder, but in the hands of an expert, they don't need the item to tell them where to strike. Likewise, you could designate other bonuses that overlap but don't stack. Armor and Natural Armor overlap but don't stack, since both bonuses are based on the same premise. Dodge, Deflection, and say Shield bonuses overlap but don't stack, and so on. This helps keep distinct bonuses viable but prevents crazy stacking. Generally, I think magic should provide cool powers and options as opposed to numeric bonuses. Like a flaming sword should say provide +1d6 fire damage to attacks made with it, sheds light, and can set things on fire, and so on as opposed to a +X bonus. But +X items are classically D&D, so you have to keep that in some form. :) [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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