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<blockquote data-quote="HeinorNY" data-source="post: 4150719" data-attributes="member: 16178"><p>Corrin: </p><p>Best attack roll +6</p><p>Best Skill check +8 </p><p></p><p>Erais: </p><p>Best attack roll + 5 with dagger +4 with all his powers.</p><p>Best skill check +9 </p><p></p><p>Kathra:</p><p>Best attack roll +6</p><p>Best skills check +9 </p><p></p><p>Riardon:</p><p>Best attack roll +10 (Careful attack) all others are +6</p><p>Best skill check +9</p><p></p><p>Skamos:</p><p>Best attack roll +5</p><p>Best skills check +10</p><p></p><p>Tira:</p><p>Best attack roll +4</p><p>Best skill check +9</p><p></p><p>Yes, the best attack is +10 and the best skill check is +10, but the +10 attack is a big exception, and a skill check in the +8/+10 range is the norm for trained skills.</p><p></p><p>Defenses can't compete with skills in the first levels because, as mentioned, skills can easily be bumped by +5 with skill training. It's the same effect as starting the character with a +5 weapon. The key here are magic items. </p><p>Attacks/weapons, defenses/neck and AC/armor are bumped at the same rate and they are the primary magic items slots. This rate must exist and be constant so the system's math can work in every level. If you put another number working with them or against them, such as skill check, thet probably scale up in a completelly different rate, things can become very unbalanced.</p><p></p><p></p><p>But characters don't start the game with +3 weapons. I agree, maybe at some levels skill checks and attack rolls are in the same bonus range, but they would probably stay that way on those middle levels only. In later levels attacks and defenses will be in a higher bonus range, since they will gain +5 from items and other bonuses from feats, classes and maybe even from "prestige classes" . Also magic items providing +skill are secondary magic items, they are not required for the math to work. This would change if we start creating skill-based powers.</p><p></p><p>It's too soon to speculate about that really, and I'm very very curious to see how 4E math works. I believe it will be a piece of art.</p><p></p><p></p><p>But that's ok. Defenses and attacks are pretty much the same thing, regarding their math. They scale somehow equally through out the levels. </p><p>Powers that attack Reflex/Fortitude/Will are a little better against some characters and worse against others (some characters will have Fortitude/Will Defenses as good as their AC's), the same way Powers that attack AC are good against low-armored character but not much against heavy-armored ones.</p></blockquote><p></p>
[QUOTE="HeinorNY, post: 4150719, member: 16178"] Corrin: Best attack roll +6 Best Skill check +8 Erais: Best attack roll + 5 with dagger +4 with all his powers. Best skill check +9 Kathra: Best attack roll +6 Best skills check +9 Riardon: Best attack roll +10 (Careful attack) all others are +6 Best skill check +9 Skamos: Best attack roll +5 Best skills check +10 Tira: Best attack roll +4 Best skill check +9 Yes, the best attack is +10 and the best skill check is +10, but the +10 attack is a big exception, and a skill check in the +8/+10 range is the norm for trained skills. Defenses can't compete with skills in the first levels because, as mentioned, skills can easily be bumped by +5 with skill training. It's the same effect as starting the character with a +5 weapon. The key here are magic items. Attacks/weapons, defenses/neck and AC/armor are bumped at the same rate and they are the primary magic items slots. This rate must exist and be constant so the system's math can work in every level. If you put another number working with them or against them, such as skill check, thet probably scale up in a completelly different rate, things can become very unbalanced. But characters don't start the game with +3 weapons. I agree, maybe at some levels skill checks and attack rolls are in the same bonus range, but they would probably stay that way on those middle levels only. In later levels attacks and defenses will be in a higher bonus range, since they will gain +5 from items and other bonuses from feats, classes and maybe even from "prestige classes" . Also magic items providing +skill are secondary magic items, they are not required for the math to work. This would change if we start creating skill-based powers. It's too soon to speculate about that really, and I'm very very curious to see how 4E math works. I believe it will be a piece of art. But that's ok. Defenses and attacks are pretty much the same thing, regarding their math. They scale somehow equally through out the levels. Powers that attack Reflex/Fortitude/Will are a little better against some characters and worse against others (some characters will have Fortitude/Will Defenses as good as their AC's), the same way Powers that attack AC are good against low-armored character but not much against heavy-armored ones. [/QUOTE]
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