Yeah, but that would mean more work for the DM. In terms of effort, it's probably easier for each of the players to make the changes to his own character than for the DM to tweak the values for each of the monsters he's using.Sir Brennen said:Or, alternately, you could lower the attack and defenses of opponents by a like amount.
This is going to be my first house rule, even before banning halflings.*NaturalZero said:I was planning on removeing +s from magic items altogether anyway.
And for this reason! It's both annoying as a PC to have to choose between "cool secondary ability" or "static extra +1" and as a DM to feel obligated to hand out "upgrades" at appropriate times. My philosophy is "You get the magic sword when you pull it out of the goram stone with your own two hands!"NaturalZero said:There is nothing more boring than having 2 magical items with the only mechanical difference between them being a generic +1 bonus. I think magic items should be more unique and flavorful than that.
Because you want a low magic game. Maybe you're trying to simulate Conan, where the hero doesn't carry any magic items.Sir Brennen said:I guess I just don't get what the point of removing bonuses from items is if you're going to just add them right back in to the characters.
Henry said:You'd want vorpal, if at all, at the really high end of the chain. Likely, I'm betting vorpal is toast, because it's basically a save or die effect.
Sadrik said:No more +1 swords, +1 armor, +1 amulet, +1 implement etc.
Instead you might have simply a magic sword, ghost touch sword, flaming sword, dancing sword, vorpal sword...
The bonuses are removed. How does this play out? If you remove the enhancement bonus how do you equalize the character? What about costs of items? What about magic item slots? How does it affect monsters? How does it affect role-playing? Thoughts on this?
Agreed +1/2 level for skills,Irda Ranger said:Based on all the previews I have seen the assumption seems to be +1/4 levels. Just grant that bonus to Att, Dmg, AC and Defenses as a level bonus. Done.
So your 1d10+4 power deals 14 damage.
PCs also have some extra tricks up their sleeves to make their criticals better. Magic weapons (and implements for magical attacks) add extra damage on crits. So your +1 frost warhammer deals an extra 1d6 damage on a critical hit (so your crit's now up to 14+1d6 damage in the example above). Monsters don't get this benefit, so PC crits outclass monster crits most of the time.
Henry said:You'd want vorpal, if at all, at the really high end of the chain. Likely, I'm betting vorpal is toast, because it's basically a save or die effect.