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Rule of Three: 20/3/12
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5856800" data-attributes="member: 5143"><p>The answer to question number one pretty much confirms what I was guessing at. A couple weeks ago, I took the time to jot down some ideas on how to build a system where attack bonuses and defenses didn't go up per level.</p><p></p><p>I don't have it handy, but the idea would be that bonuses to hit and defense would still exist so you could make harder or easier monsters and to give the PCs some reason to take a feat or a class ability. For instance, all fighters might get +1 to hit. Making them immediately better at fighting than all other classes. Particularly nasty monsters might have +3 or +4 to hit.</p><p></p><p>Of course, IMHO, for this to work correctly you need to decouple bonuses to hit from stats as well.</p><p></p><p>This allows you to, as the Ro3 says, use monsters who are level 1 who do 1d8 points of damage with a 50% chance to hit against level 8 PCs with 8d8 hitpoints and know that it would take 16 of them 1 round on average to take down 1 PC. But likely the PCs have combat maneuvers to dodge one attack or parry one attack which will enable them to survive slightly longer with skill instead of AC bonuses.</p><p></p><p>This also allows you to differentiate between the classes. Fighters are allowed to wear plate so they have an AC of 16(for example), meaning most monsters only hit them 25% of the time. But Wizards get hit 55% of the time.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5856800, member: 5143"] The answer to question number one pretty much confirms what I was guessing at. A couple weeks ago, I took the time to jot down some ideas on how to build a system where attack bonuses and defenses didn't go up per level. I don't have it handy, but the idea would be that bonuses to hit and defense would still exist so you could make harder or easier monsters and to give the PCs some reason to take a feat or a class ability. For instance, all fighters might get +1 to hit. Making them immediately better at fighting than all other classes. Particularly nasty monsters might have +3 or +4 to hit. Of course, IMHO, for this to work correctly you need to decouple bonuses to hit from stats as well. This allows you to, as the Ro3 says, use monsters who are level 1 who do 1d8 points of damage with a 50% chance to hit against level 8 PCs with 8d8 hitpoints and know that it would take 16 of them 1 round on average to take down 1 PC. But likely the PCs have combat maneuvers to dodge one attack or parry one attack which will enable them to survive slightly longer with skill instead of AC bonuses. This also allows you to differentiate between the classes. Fighters are allowed to wear plate so they have an AC of 16(for example), meaning most monsters only hit them 25% of the time. But Wizards get hit 55% of the time. [/QUOTE]
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Rule of Three: 20/3/12
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