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Replacing bonuses by level
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<blockquote data-quote="Irda Ranger" data-source="post: 4707259" data-attributes="member: 1003"><p>Could you re-number your wild ideas as (3) and (4) rather than another (1) and (2)? It would just make discussion easier.</p><p></p><p>---</p><p></p><p>Fell Logic, did you play Iron Heroes? Recreating that feel in 4E has been a bit of a quest of mine. Suffice to say, we have the same goals. I've considered your methods but rejected them though as it's a bit annoying to keep track of which +x you selected at which level (e.g., "Did I take the +1 to AC yet?"). Also, the system is prone to error if you lose track, by taking another +1 to AC before you should have it.</p><p></p><p>The method I've decided on is as follows:</p><p></p><p>1. As a class feature each class gets a flat +4 to attacks with attack types associated on one stat (e.g., Fighters get +4 to attack with Str-based powers, regardless of their actual strength. Paladins, Clerics, Warlocks and Rangers get to pick which stat to get the +4 in). This does not stack with your actual stat modifier. Damage is configured normally. This way a 16 Str Fighter gets +4 Att, +3 Dmg with Str-based Attack powers.</p><p></p><p>(The above change isn't strictly necessary to accomplish your design goals. I've just implemented it to allow for more interesting PC builds. Now you have a reason for high-str Fighters but you don't need to maximize it so badly.)</p><p></p><p></p><p>2. The only way to increase primary stat Attack rolls is through Feats. Attacks based on a stat other than your primary stat (e.g., acquired through multi-classing) may increase from stat increases.</p><p></p><p>3. Given rule #2, magic items do not grant Attack or Defense bonuses, but weapons do give their normal bonus to damage and also get their "extra features." Similarly the "special material" armors may be necessary to get certain of the "extra features" but they do not grant a bonus to AC. </p><p></p><p>3.a. The Magic Item is treated as an Item of the same level as the PC, and "levels up" with the PC. It's quite reasonable for a PC to use the same magic sword their entire career (this is a design goal of mine; Arthur never traded in Excalibur after all).</p><p></p><p>3.b. If an item's minimum level is higher than the PC's current level I usually treat it as a simple "Magic Weapon/Armor/Amulet" until the PC's level matches the item's minimum level and they "unlock" the item's more powerful features. By example, a Flaming Sword in the hands of a 4th level PC is just a +1 Sword. Non-Weapon/Armor/Amulet Items either work at the minimum level or simply don't work at all, on a case by case basis. (i.e., "<em>You lack the power to master this flying carpet. It will not obey you.</em>")</p><p></p><p>3.c Mundane, non-magical items are treated as Magic Items 5 levels lower than the PC. So at 5th level even a normal set of Chain get a +1 AC and a normal dagger gets +1 dmg, +1d6 crit. This allows that Burgar the 18th Level Barbarian may get a slight advantage from having a magic sword, but he can still kill level-appropriate giants with a rusty axe.</p><p></p><p>(I realize this makes levels divisible by 5 a "big deal" while your system allows for a more graduated advancement, but I find the simplicity in administration to be so useful as to make it a good trade-off to me)</p><p></p><p></p><p>4. To keep the scales balanced I reduce Monster Attacks and Defenses by 1/monster level. HP and Damage remain unchanged. This preserves the usefulness of even lowly goblins and orcs into the highest levels and also allows PCs of mixed level (like a 10th level Ranger and 4 1st level Halflings) to adventure together.</p><p></p><p>5. Total HP, Power Acquisition and Skills advance normally. No changes.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4707259, member: 1003"] Could you re-number your wild ideas as (3) and (4) rather than another (1) and (2)? It would just make discussion easier. --- Fell Logic, did you play Iron Heroes? Recreating that feel in 4E has been a bit of a quest of mine. Suffice to say, we have the same goals. I've considered your methods but rejected them though as it's a bit annoying to keep track of which +x you selected at which level (e.g., "Did I take the +1 to AC yet?"). Also, the system is prone to error if you lose track, by taking another +1 to AC before you should have it. The method I've decided on is as follows: 1. As a class feature each class gets a flat +4 to attacks with attack types associated on one stat (e.g., Fighters get +4 to attack with Str-based powers, regardless of their actual strength. Paladins, Clerics, Warlocks and Rangers get to pick which stat to get the +4 in). This does not stack with your actual stat modifier. Damage is configured normally. This way a 16 Str Fighter gets +4 Att, +3 Dmg with Str-based Attack powers. (The above change isn't strictly necessary to accomplish your design goals. I've just implemented it to allow for more interesting PC builds. Now you have a reason for high-str Fighters but you don't need to maximize it so badly.) 2. The only way to increase primary stat Attack rolls is through Feats. Attacks based on a stat other than your primary stat (e.g., acquired through multi-classing) may increase from stat increases. 3. Given rule #2, magic items do not grant Attack or Defense bonuses, but weapons do give their normal bonus to damage and also get their "extra features." Similarly the "special material" armors may be necessary to get certain of the "extra features" but they do not grant a bonus to AC. 3.a. The Magic Item is treated as an Item of the same level as the PC, and "levels up" with the PC. It's quite reasonable for a PC to use the same magic sword their entire career (this is a design goal of mine; Arthur never traded in Excalibur after all). 3.b. If an item's minimum level is higher than the PC's current level I usually treat it as a simple "Magic Weapon/Armor/Amulet" until the PC's level matches the item's minimum level and they "unlock" the item's more powerful features. By example, a Flaming Sword in the hands of a 4th level PC is just a +1 Sword. Non-Weapon/Armor/Amulet Items either work at the minimum level or simply don't work at all, on a case by case basis. (i.e., "[I]You lack the power to master this flying carpet. It will not obey you.[/I]") 3.c Mundane, non-magical items are treated as Magic Items 5 levels lower than the PC. So at 5th level even a normal set of Chain get a +1 AC and a normal dagger gets +1 dmg, +1d6 crit. This allows that Burgar the 18th Level Barbarian may get a slight advantage from having a magic sword, but he can still kill level-appropriate giants with a rusty axe. (I realize this makes levels divisible by 5 a "big deal" while your system allows for a more graduated advancement, but I find the simplicity in administration to be so useful as to make it a good trade-off to me) 4. To keep the scales balanced I reduce Monster Attacks and Defenses by 1/monster level. HP and Damage remain unchanged. This preserves the usefulness of even lowly goblins and orcs into the highest levels and also allows PCs of mixed level (like a 10th level Ranger and 4 1st level Halflings) to adventure together. 5. Total HP, Power Acquisition and Skills advance normally. No changes. [/QUOTE]
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