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Replacing bonuses by level
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<blockquote data-quote="DanmarLOK" data-source="post: 4707301" data-attributes="member: 71480"><p>Off hand I can't see anything wrong with 2/3/4 if you're players are good with it. Some people like having a +2 axe, not +2 with every attack or like having the idea that this sword is sharper, better balanced etc. but that's a flavor thing more than mechanical.</p><p></p><p>One big thing out of this though would be a LOT more leeway in loot I could give to the players without unbalancing things. The game expects a certain progression in power curve in terms of combat and X magic items per level. This makes it impossible to hand out a lot of the 'neat/cool/quirky' items that have little to no effect on combat without downgrading the players combat power. </p><p></p><p>In terms of power curves though you're going to end up with +9 swords for all intents and purposes at level 30. That's going to affect the balance of the mechanics in PC's vs Monsters I think. So the players are gaining +9 - 21 (+15 base at 30 with an expected +6 item) or negative 12 on the power scale versus the monsters being at -15 on the power scale so an increase in power on the players side so monsters will be weaker as a result. </p><p></p><p>1 is more iffy in terms of waterfall effect on balance I think at first glance but I'd have to think it through more to have a valid opinion. It would get around my personal issues with the inflationary skill values to some extent. More thought required. </p><p></p><p>I'm not sure you're gaining all that much in terms of more monsters to fight? If everything loses 1/2 level then at first glance it seems that everything's remaining in balance? </p><p></p><p>But with that all said, this is pretty intriguing and I'd love to hear how things work out for you.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4707301, member: 71480"] Off hand I can't see anything wrong with 2/3/4 if you're players are good with it. Some people like having a +2 axe, not +2 with every attack or like having the idea that this sword is sharper, better balanced etc. but that's a flavor thing more than mechanical. One big thing out of this though would be a LOT more leeway in loot I could give to the players without unbalancing things. The game expects a certain progression in power curve in terms of combat and X magic items per level. This makes it impossible to hand out a lot of the 'neat/cool/quirky' items that have little to no effect on combat without downgrading the players combat power. In terms of power curves though you're going to end up with +9 swords for all intents and purposes at level 30. That's going to affect the balance of the mechanics in PC's vs Monsters I think. So the players are gaining +9 - 21 (+15 base at 30 with an expected +6 item) or negative 12 on the power scale versus the monsters being at -15 on the power scale so an increase in power on the players side so monsters will be weaker as a result. 1 is more iffy in terms of waterfall effect on balance I think at first glance but I'd have to think it through more to have a valid opinion. It would get around my personal issues with the inflationary skill values to some extent. More thought required. I'm not sure you're gaining all that much in terms of more monsters to fight? If everything loses 1/2 level then at first glance it seems that everything's remaining in balance? But with that all said, this is pretty intriguing and I'd love to hear how things work out for you. [/QUOTE]
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