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Simplifying to hit in 5th
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<blockquote data-quote="Thorpe" data-source="post: 5778092" data-attributes="member: 61601"><p>While thinking about 5th edition I came up with an idea I believe has merit and figured I'd post it and see what people thought. Why not make to hit bonuses just your level. Maybe you get a +1 for an accurate weapon, but thats it. So a first level character would have either a +1 or a +2 to hit, a fifth level character would have +5 or +6 and so on. Monster armor classes would be lower, maybe a 9 for a level one goblin.</p><p> </p><p>This would eliminate a lot of figuring and design space and there would be no chance that a year in they discover high level to hit needs patching. It eliminates one huge optimized/unoptimized disparity. For character builds that use multiple attack modes or weapons it makes it so much easier. No more needing magic Item bonuses for hitting. If they used a similiar system for defences, low magic play is a snap. Magic Items </p><p>can do cool things again.</p><p> </p><p>By uncoupling hitting from attributes a great deal of player freedom is gained. If you want to play a strength 14 fighter who has a great charisma and is tough as nails it works, the strength 18 guy does more damage but your not gimped. This opens up a ton of options. Half orc wizard, yup. MAD classes are MAD no longer. </p><p> </p><p>Now I know there will be people who say this makes characters too much the same. I feel that there is enough room with multiple attacks, damage, class abilities etc. for sufficient variation. Alright, I won't belabor the point. I apologize if someone else has posted a similiar idea.</p><p> </p><p>One last note. I am no looking to get rid of situational bonuses, just tame back the character end stuff.</p></blockquote><p></p>
[QUOTE="Thorpe, post: 5778092, member: 61601"] While thinking about 5th edition I came up with an idea I believe has merit and figured I'd post it and see what people thought. Why not make to hit bonuses just your level. Maybe you get a +1 for an accurate weapon, but thats it. So a first level character would have either a +1 or a +2 to hit, a fifth level character would have +5 or +6 and so on. Monster armor classes would be lower, maybe a 9 for a level one goblin. This would eliminate a lot of figuring and design space and there would be no chance that a year in they discover high level to hit needs patching. It eliminates one huge optimized/unoptimized disparity. For character builds that use multiple attack modes or weapons it makes it so much easier. No more needing magic Item bonuses for hitting. If they used a similiar system for defences, low magic play is a snap. Magic Items can do cool things again. By uncoupling hitting from attributes a great deal of player freedom is gained. If you want to play a strength 14 fighter who has a great charisma and is tough as nails it works, the strength 18 guy does more damage but your not gimped. This opens up a ton of options. Half orc wizard, yup. MAD classes are MAD no longer. Now I know there will be people who say this makes characters too much the same. I feel that there is enough room with multiple attacks, damage, class abilities etc. for sufficient variation. Alright, I won't belabor the point. I apologize if someone else has posted a similiar idea. One last note. I am no looking to get rid of situational bonuses, just tame back the character end stuff. [/QUOTE]
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