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No negative ability score modifiers?
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<blockquote data-quote="Technik4" data-source="post: 1099213" data-attributes="member: 7211"><p><strong>Pumped</strong></p><p></p><p>Some effects I see off the bat:</p><p></p><p>Spell DCs are way higher</p><p>countered by</p><p>Save bonuses are way higher</p><p></p><p>Strength bonuses to attack and damage are higher</p><p>countered by</p><p>Dex bonuses to attack and AC are higher, as are Con bonuses to hp</p><p></p><p>However, this ends up belittling a few things. For instance, an outstanding fighter with 18 Str has an attack and damage bonus of +9. With a 1-handed weapon his damage differs only by 2 pts between a dagger and a longsword, but those 2 points are a smaller percentage than they would normally.</p><p></p><p>Example</p><p></p><p>18 Str Fighter, +4 to hit, dagger 1d4+4 (avg 6.5) or longsword 1d8+4 (avg 8.5). This is basically a 25% increase in damage by using a sword over a dagger.</p><p></p><p></p><p>18 Str Fighter, +4 to hit, dagger 1d4+9 (avg 11.5) or longsword 1d8+9 (avg 13.5). This is only a 15% increase in damage by using a sword over a dagger.</p><p></p><p>The higher the strength scores go (esp with 2-handers) the less difference it makes what weapon they are wielding. The falchion becomes much better than the greatsword, because 2 extra points of damage mean less in this system.</p><p></p><p>In a similar vein, rogues will become tougher because their d6 means less than usual. This also favors wizards, and anyone else with a low HD, since their actual roll means less than the bonus hit points from Con, comparatively you are tougher than under 3.0.</p><p></p><p>Speaking of less, hit points are going up, spell DCs and saves are going up, but spells are still doing the same damage. A 5d6 fireball can be expected to annihilate a group of orcs, but if they suddenly have 1d8+6 hit points instead of 1d8+1, they are less likely to die from a damage spell. This would seem to get aggravated the higher the numbers go, if spells aren't messed with they won't make enough difference damage-wise at higher levels.</p><p></p><p>Its an intriguing idea, but the ability score system seems to be one of the building blocks of the d20 system. If you alter it, the ripples touch many different aspects, some not even realized immediately (for instance most of the common DCs in the books will be off, a strength check of 20 is far easier when youre rolling +9 instead of +4 and this applies to both ability checks and skill checks).</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1099213, member: 7211"] [b]Pumped[/b] Some effects I see off the bat: Spell DCs are way higher countered by Save bonuses are way higher Strength bonuses to attack and damage are higher countered by Dex bonuses to attack and AC are higher, as are Con bonuses to hp However, this ends up belittling a few things. For instance, an outstanding fighter with 18 Str has an attack and damage bonus of +9. With a 1-handed weapon his damage differs only by 2 pts between a dagger and a longsword, but those 2 points are a smaller percentage than they would normally. Example 18 Str Fighter, +4 to hit, dagger 1d4+4 (avg 6.5) or longsword 1d8+4 (avg 8.5). This is basically a 25% increase in damage by using a sword over a dagger. 18 Str Fighter, +4 to hit, dagger 1d4+9 (avg 11.5) or longsword 1d8+9 (avg 13.5). This is only a 15% increase in damage by using a sword over a dagger. The higher the strength scores go (esp with 2-handers) the less difference it makes what weapon they are wielding. The falchion becomes much better than the greatsword, because 2 extra points of damage mean less in this system. In a similar vein, rogues will become tougher because their d6 means less than usual. This also favors wizards, and anyone else with a low HD, since their actual roll means less than the bonus hit points from Con, comparatively you are tougher than under 3.0. Speaking of less, hit points are going up, spell DCs and saves are going up, but spells are still doing the same damage. A 5d6 fireball can be expected to annihilate a group of orcs, but if they suddenly have 1d8+6 hit points instead of 1d8+1, they are less likely to die from a damage spell. This would seem to get aggravated the higher the numbers go, if spells aren't messed with they won't make enough difference damage-wise at higher levels. Its an intriguing idea, but the ability score system seems to be one of the building blocks of the d20 system. If you alter it, the ripples touch many different aspects, some not even realized immediately (for instance most of the common DCs in the books will be off, a strength check of 20 is far easier when youre rolling +9 instead of +4 and this applies to both ability checks and skill checks). Technik [/QUOTE]
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