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Radical(?) Thought: no bonuses...
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<blockquote data-quote="hbarsquared" data-source="post: 5909867" data-attributes="member: 4550"><p>The issue of "balance" has been an ongoing one for several editions. Although perhaps it should not be the primary, overriding concern, it is nonetheless important to creating an enjoyable, consistent, and long-term game. Everything from "bloat" to "feat tax" to skyrocketing skill modifiers... I like creating the highest modifiers I can for what I want my character to accomplish as much as the next gamer - but this seems to be part of the problem.</p><p></p><p>So, here's my (not-so-thought-out) solution. <strong>Do away with bonuses.</strong></p><p></p><p>Not entirely. I think bonuses should only be a part of character creation and leveling up. Race and Class (and Background?) dole out specific bonuses, at specific levels. Character still get the +1 Ability at predetermined levels, etc. Getting bigger numbers is part of the game, and I don't think we should remove that.</p><p></p><p>However, the modular, optional choices should not include bonuses. No more magic items with a +1, +2, or +6 to attack, or fortitude, or skills. No more feats that give +2 to saves or +2 to AC. (I am not talking about numbers entirely, though. Items and feats with Resist 10, or +5hp/surge, or things like that should still exist. I'm just talking about the bonuses to <em>rolls</em>.)</p><p></p><p>This solves two problems, I think.</p><p></p><p>One: magic items and feats become more "magical" and more "interesting." By not requiring a list of boring feats that fill in the bonus gaps, all you have left are interesting maneuvers and unique items.</p><p></p><p>Two: The only bonuses available are those that are part of the basic game: you don't have to worry if this feat that gives a +2 or +5 to this one ability will be overpowering or create a weird combination or loophole. From a design perspective, this completely frees up the designers. They don't need to worry about needing to include a +1/+2/+5 bonus to make a feat viable, and don't need to worry as much about whether it can unbalance the game. No more feat tax, no more catching up, no more investing in feats or skills, and no more creating a magic item system that must provide bonuses, all just to make characters more viable. </p><p></p><p>With all that said, perhaps "No Bonuses" is too extreme... Instead, maybe put a restriction at the very start on how to build these optional character add-ons. Never more than +1, for anything? Or all bonuses <em>must</em> be situational and never flat, across-the-board? Just thoughts...</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 5909867, member: 4550"] The issue of "balance" has been an ongoing one for several editions. Although perhaps it should not be the primary, overriding concern, it is nonetheless important to creating an enjoyable, consistent, and long-term game. Everything from "bloat" to "feat tax" to skyrocketing skill modifiers... I like creating the highest modifiers I can for what I want my character to accomplish as much as the next gamer - but this seems to be part of the problem. So, here's my (not-so-thought-out) solution. [b]Do away with bonuses.[/b] Not entirely. I think bonuses should only be a part of character creation and leveling up. Race and Class (and Background?) dole out specific bonuses, at specific levels. Character still get the +1 Ability at predetermined levels, etc. Getting bigger numbers is part of the game, and I don't think we should remove that. However, the modular, optional choices should not include bonuses. No more magic items with a +1, +2, or +6 to attack, or fortitude, or skills. No more feats that give +2 to saves or +2 to AC. (I am not talking about numbers entirely, though. Items and feats with Resist 10, or +5hp/surge, or things like that should still exist. I'm just talking about the bonuses to [i]rolls[/i].) This solves two problems, I think. One: magic items and feats become more "magical" and more "interesting." By not requiring a list of boring feats that fill in the bonus gaps, all you have left are interesting maneuvers and unique items. Two: The only bonuses available are those that are part of the basic game: you don't have to worry if this feat that gives a +2 or +5 to this one ability will be overpowering or create a weird combination or loophole. From a design perspective, this completely frees up the designers. They don't need to worry about needing to include a +1/+2/+5 bonus to make a feat viable, and don't need to worry as much about whether it can unbalance the game. No more feat tax, no more catching up, no more investing in feats or skills, and no more creating a magic item system that must provide bonuses, all just to make characters more viable. With all that said, perhaps "No Bonuses" is too extreme... Instead, maybe put a restriction at the very start on how to build these optional character add-ons. Never more than +1, for anything? Or all bonuses [i]must[/i] be situational and never flat, across-the-board? Just thoughts... [/QUOTE]
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