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<blockquote data-quote="ashockney" data-source="post: 4601976" data-attributes="member: 1363"><p>Updated 12/25/08:</p><p>I like this concept, a lot. It solves the primary challenge of too many splat books, and the challenge of what I believe are unintended "uber-buff" scenarios. Did the writers actually expect a cleric to go into battle under the effects of Divine Favor, Bless, Prayer, Divine Power, and Righteous Might? They do realize that the combination of all of these makes them more powerful than even a fighter, right? And that in the middle of the fight they could stop to Mass Heal? This "trump" buffing is a challenge for two reasons. On one hand, if the DM plans for his party to be uber buffed in a fight, that's a bunch of work to tweak your encounters. On the other hand, the easier method is to take away buffs. This is not only detrimental to the players (you are negating their abilities and effects), but I've seen it result in devastating consequences to the party. If you're not careful, one effective de-buffing can result in a TPK. The other big challenge I've experienced in the "buffing" zone is the complete lack of utility with durations.</p><p></p><p>In my work, I was looking for simple solutions that take as little away from the balance and gameplay. I think a "buffer" should be a viable 3rd edition gameplay class, and that people built around buffing (or debuffing) shouldn't be whacked for what they do, because it overly complicates matters.</p><p></p><p>Here was my proposed solution:</p><p>Basic modifiers to Attack, Damage, AC, and Saves include Competence, Ability, Enhancement, Armor, Natural, Deflection, and Size. These bonuses do not stack with themselves. (I believe that "shield" bonuses should be combined with deflection bonuses.) </p><p></p><p>Buff modifiers include dodge, luck, morale, haste, insight, and sacred bonuses. (I also believe that second ability bonuses should be lumped into this category, ie, a monk's ability to add Wis to AC.) All of these bonuses are lumped into one category, called a "buff" bonus. No buff bonuses should stack with ANY OTHER buff bonus, simply use the highest relevant bonus to Attack, Damage, AC, and Saving Throws. It should also be noted that any spell which provides a bonus that lasts less than 1 hour/level will ALSO be qualified as a buff bonus, and will not STACK with any other buff bonus. Most of the buff spells or abilities from classes will fit in this category. Please note, however, that these spells and abilities WILL now STACK with the basic modifiers listed above.</p><p></p><p>Therefore, Tordek the fighter (7th level) has Gauntlets of Ogre Power (+2 to Strength), Weapon Focus, Weapon Specialization, 16 strength, and a +2 longsword. He is +7+1+1+3+2=+14 to attack and deals 1d8+8 damage. If he is the target of a Bull's Strength spell, he now is granted a +2 to attack and damage, which is a buff bonus, and will not stack with any other bonus to attack or damage from any other buff bonuses. If he is later the recipient of a bless spell, +1 to buff to attack and to saving throws, he will be +2 to attack, and +1 to saving throws.</p><p></p><p>The only other modifier is a tactical modifier, which stacks with any buff modifier and basic modifier. Tactical modifiers typically are the result of tactical conditions, and often last only one round. These include bonuses from flanking, higher ground, cover, concealment, etc.</p><p></p><p>I've recently begun experimenting with the idea that a higher level buff bonus (6th level and above) can't be dispelled. It would actually make for a more consistent play experience (typically Greater Dispellings are going off all over the place at this level and up), and gives a little added benefit to those whose primary role is to buff or debuff.</p></blockquote><p></p>
[QUOTE="ashockney, post: 4601976, member: 1363"] Updated 12/25/08: I like this concept, a lot. It solves the primary challenge of too many splat books, and the challenge of what I believe are unintended "uber-buff" scenarios. Did the writers actually expect a cleric to go into battle under the effects of Divine Favor, Bless, Prayer, Divine Power, and Righteous Might? They do realize that the combination of all of these makes them more powerful than even a fighter, right? And that in the middle of the fight they could stop to Mass Heal? This "trump" buffing is a challenge for two reasons. On one hand, if the DM plans for his party to be uber buffed in a fight, that's a bunch of work to tweak your encounters. On the other hand, the easier method is to take away buffs. This is not only detrimental to the players (you are negating their abilities and effects), but I've seen it result in devastating consequences to the party. If you're not careful, one effective de-buffing can result in a TPK. The other big challenge I've experienced in the "buffing" zone is the complete lack of utility with durations. In my work, I was looking for simple solutions that take as little away from the balance and gameplay. I think a "buffer" should be a viable 3rd edition gameplay class, and that people built around buffing (or debuffing) shouldn't be whacked for what they do, because it overly complicates matters. Here was my proposed solution: Basic modifiers to Attack, Damage, AC, and Saves include Competence, Ability, Enhancement, Armor, Natural, Deflection, and Size. These bonuses do not stack with themselves. (I believe that "shield" bonuses should be combined with deflection bonuses.) Buff modifiers include dodge, luck, morale, haste, insight, and sacred bonuses. (I also believe that second ability bonuses should be lumped into this category, ie, a monk's ability to add Wis to AC.) All of these bonuses are lumped into one category, called a "buff" bonus. No buff bonuses should stack with ANY OTHER buff bonus, simply use the highest relevant bonus to Attack, Damage, AC, and Saving Throws. It should also be noted that any spell which provides a bonus that lasts less than 1 hour/level will ALSO be qualified as a buff bonus, and will not STACK with any other buff bonus. Most of the buff spells or abilities from classes will fit in this category. Please note, however, that these spells and abilities WILL now STACK with the basic modifiers listed above. Therefore, Tordek the fighter (7th level) has Gauntlets of Ogre Power (+2 to Strength), Weapon Focus, Weapon Specialization, 16 strength, and a +2 longsword. He is +7+1+1+3+2=+14 to attack and deals 1d8+8 damage. If he is the target of a Bull's Strength spell, he now is granted a +2 to attack and damage, which is a buff bonus, and will not stack with any other bonus to attack or damage from any other buff bonuses. If he is later the recipient of a bless spell, +1 to buff to attack and to saving throws, he will be +2 to attack, and +1 to saving throws. The only other modifier is a tactical modifier, which stacks with any buff modifier and basic modifier. Tactical modifiers typically are the result of tactical conditions, and often last only one round. These include bonuses from flanking, higher ground, cover, concealment, etc. I've recently begun experimenting with the idea that a higher level buff bonus (6th level and above) can't be dispelled. It would actually make for a more consistent play experience (typically Greater Dispellings are going off all over the place at this level and up), and gives a little added benefit to those whose primary role is to buff or debuff. [/QUOTE]
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