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General Tabletop Discussion
*Dungeons & Dragons
No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Daern" data-source="post: 5787919" data-attributes="member: 81800"><p><strong>An illuminating discussion</strong></p><p></p><p>Another +1 here for slowing up the leveling bonus progression, especially AC. Considering to-hits, I really like the idea of keeping the AC range fairly tight. 4e made hitting easy but increased hps a lot because they figured everyone is happier if they "succeed" on their turn each round. Unfortunately, it made success kinda rote. (Note: 4e player and DM here)</p><p></p><p>As for the damage discussion, static bonuses for a fighter are not that interesting (except for modeling of course). I'd like to point towards old timey damage multipliers like extra attacks, higher crit ranges and such. I've been messing about with Goodman Games' Dungeon Crawl Classic RPG beta a bit this evening and there's a lot of this (including a progression of Crit Charts, but that's not for everybody). A 5th level DCCrpg fighter has an extra attack, Crits on an 18-20 and rolls on Crit Table V. I like this because it gets away from a straight "math" approach to level progression. A higher level fighter isn't just purely better at the table, but more fun, because more stuff is likely to happen.</p><p></p><p>Of course the hit bonus ascends as well. One thing that has been missing from this discussion is differentiation between classes. It makes sense to me that a fighter would have a fairly rapid melee attack progression, but other classes should not. That serves to clearly mark the fighters territory while preserving a tighter AC range. Other classes may, say, "strike" for larger damage, auto crit etc, but they are less dependable...</p><p></p><p>Great discussion! Lots of food for thought as I tinker with my DCC houserules!</p></blockquote><p></p>
[QUOTE="Daern, post: 5787919, member: 81800"] [b]An illuminating discussion[/b] Another +1 here for slowing up the leveling bonus progression, especially AC. Considering to-hits, I really like the idea of keeping the AC range fairly tight. 4e made hitting easy but increased hps a lot because they figured everyone is happier if they "succeed" on their turn each round. Unfortunately, it made success kinda rote. (Note: 4e player and DM here) As for the damage discussion, static bonuses for a fighter are not that interesting (except for modeling of course). I'd like to point towards old timey damage multipliers like extra attacks, higher crit ranges and such. I've been messing about with Goodman Games' Dungeon Crawl Classic RPG beta a bit this evening and there's a lot of this (including a progression of Crit Charts, but that's not for everybody). A 5th level DCCrpg fighter has an extra attack, Crits on an 18-20 and rolls on Crit Table V. I like this because it gets away from a straight "math" approach to level progression. A higher level fighter isn't just purely better at the table, but more fun, because more stuff is likely to happen. Of course the hit bonus ascends as well. One thing that has been missing from this discussion is differentiation between classes. It makes sense to me that a fighter would have a fairly rapid melee attack progression, but other classes should not. That serves to clearly mark the fighters territory while preserving a tighter AC range. Other classes may, say, "strike" for larger damage, auto crit etc, but they are less dependable... Great discussion! Lots of food for thought as I tinker with my DCC houserules! [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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