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Old D20 VS new D20, logic, balance and constistancy: what are your opinions?
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<blockquote data-quote="Nadaka" data-source="post: 4179781" data-attributes="member: 14651"><p>I am trying to figure out for myself the better of the two methods for building a d20 game. I am planning heavily modifying d20 modern as a base for my own games.</p><p></p><p>Old D20: The qualities of a class such as BAB, Saves are divergent.</p><p>New D20: The qualities of a class such as BAB, saves are linear.</p><p></p><p>For simplicity sake, I will assume a poor/average/good setup for progressions and assume that "AC/Defense" scales with level.</p><p></p><p>Old system:</p><p>poor = 0 to +10 over 20 levels</p><p>average = 0 to 15 over 20 levels</p><p>good = 1 to 20 over 20 levels.</p><p></p><p>new type system:</p><p>poor = +0 at level 1</p><p>average = +1 at level 1</p><p>good = +2 at level 1</p><p>all bonus go up at a fixed rate (one that doesn't really matter when comparing similar level characters).</p><p></p><p>issues: with the old divergent system the point is rapidly reached where to challenge a good attack character the defence has to be so high that a poor attack character will never be able to hit. Likewise to allow the poor BAB character to hit means the good BAB character will be unable to miss. This does not even count the fact that the High BAB character is more likely to seek means of increasing its attack even more.</p><p></p><p>Examples:</p><p>at level 20 (10/15/20)</p><p>good BAB vs good defence = 50% hit</p><p>good BAB vs average defence = 75% hit</p><p>good BAB vs poor defence = 100% hit</p><p>average BAB vs good defence = 25% hit</p><p>average BAB vs average defence = 50% hit</p><p>average BAB vs poor defence = 75% hit</p><p>poor BAB vs good defence = 0% hit</p><p>poor BAB vs average defence = 25% hit</p><p>poor BAB vs poor defence = 50% hit</p><p>at level 10 (5/7/10)</p><p>good BAB vs good defence = 50% hit</p><p>good BAB vs average defence = 65% hit</p><p>good BAB vs poor defence = 75% hit</p><p>average BAB vs good defence = 35% hit</p><p>average BAB vs average defence = 50% hit</p><p>average BAB vs poor defence = 60% hit</p><p>poor BAB vs good defence = 25% hit</p><p>poor BAB vs average defence = 40% hit</p><p>poor BAB vs poor defence = 50% hit</p><p></p><p>However, this setup makes sense. someone multiclassing to a good BAB class often gets an immediate benifit and staying with a good higher BAB class longer results in overall improved performance. While switching to a lower BAB class produces no immediate gain and over time will continue to degrade your performance.</p><p></p><p>Now with the new type systems seen in SW:SAGA and presumably 4e:</p><p></p><p>switching from a +2 class to a +1 class improves your bonus rather than hindering it. This promotes multi-classing out of the class with a good bonus to further improve your overall bonus. Not only that but a multi-class 9 good/1bad character has exactly the same attack as the 9bad/1good character despite having spent far more time and xp focused on that ability.</p><p></p><p>On the other hand. This does allow both good and poor characters to contribute against the foes of the same quality and the tendancy for to max out effectiveness for intentionally good characters will continue. Though I have noted that in SAGA its possible to max out ones defence so that not even a GOOD BAB character with all possible bonuses can hit you except for a natural 20.</p><p></p><p>thoughts opinions?</p></blockquote><p></p>
[QUOTE="Nadaka, post: 4179781, member: 14651"] I am trying to figure out for myself the better of the two methods for building a d20 game. I am planning heavily modifying d20 modern as a base for my own games. Old D20: The qualities of a class such as BAB, Saves are divergent. New D20: The qualities of a class such as BAB, saves are linear. For simplicity sake, I will assume a poor/average/good setup for progressions and assume that "AC/Defense" scales with level. Old system: poor = 0 to +10 over 20 levels average = 0 to 15 over 20 levels good = 1 to 20 over 20 levels. new type system: poor = +0 at level 1 average = +1 at level 1 good = +2 at level 1 all bonus go up at a fixed rate (one that doesn't really matter when comparing similar level characters). issues: with the old divergent system the point is rapidly reached where to challenge a good attack character the defence has to be so high that a poor attack character will never be able to hit. Likewise to allow the poor BAB character to hit means the good BAB character will be unable to miss. This does not even count the fact that the High BAB character is more likely to seek means of increasing its attack even more. Examples: at level 20 (10/15/20) good BAB vs good defence = 50% hit good BAB vs average defence = 75% hit good BAB vs poor defence = 100% hit average BAB vs good defence = 25% hit average BAB vs average defence = 50% hit average BAB vs poor defence = 75% hit poor BAB vs good defence = 0% hit poor BAB vs average defence = 25% hit poor BAB vs poor defence = 50% hit at level 10 (5/7/10) good BAB vs good defence = 50% hit good BAB vs average defence = 65% hit good BAB vs poor defence = 75% hit average BAB vs good defence = 35% hit average BAB vs average defence = 50% hit average BAB vs poor defence = 60% hit poor BAB vs good defence = 25% hit poor BAB vs average defence = 40% hit poor BAB vs poor defence = 50% hit However, this setup makes sense. someone multiclassing to a good BAB class often gets an immediate benifit and staying with a good higher BAB class longer results in overall improved performance. While switching to a lower BAB class produces no immediate gain and over time will continue to degrade your performance. Now with the new type systems seen in SW:SAGA and presumably 4e: switching from a +2 class to a +1 class improves your bonus rather than hindering it. This promotes multi-classing out of the class with a good bonus to further improve your overall bonus. Not only that but a multi-class 9 good/1bad character has exactly the same attack as the 9bad/1good character despite having spent far more time and xp focused on that ability. On the other hand. This does allow both good and poor characters to contribute against the foes of the same quality and the tendancy for to max out effectiveness for intentionally good characters will continue. Though I have noted that in SAGA its possible to max out ones defence so that not even a GOOD BAB character with all possible bonuses can hit you except for a natural 20. thoughts opinions? [/QUOTE]
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