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<blockquote data-quote="ValhallaGH" data-source="post: 5072724" data-attributes="member: 41187"><p>A Standardized attack bonus <strong>could</strong> be a good thing. Because: <ul> <li data-xf-list-type="ul"> It would standardize PC attack rates, making the math of PC attack rates consistent from PC to PC, allowing for smoother estimation of combat encounter difficulty.</li> <li data-xf-list-type="ul"> It would lock in the attack bonus at or very close to the enjoyment "sweet spot" of 70% hit rate against same level foes. </li> <li data-xf-list-type="ul"> It allows tactics and teamwork to really shine, making character optimization more a matter of <em>game play</em> than a matter of build selection. Build selection is still important but no longer the key to hitting with powers.</li> <li data-xf-list-type="ul"> It allows for heroic "desperate gambles" where a PC uses a highly inferior attack (with a good chance of some success) because circumstances prevent the use of their normal attacks.</li> <li data-xf-list-type="ul"> It encourages sub-optimal builds by guaranteeing a useful attack bonus with all attacks, even for characters built against type.</li> <li data-xf-list-type="ul"> It allows players to decide that a particular character doesn't need a 24+ in a given ability score to continue adventuring, and would be better represented (you know, for role play) by having developed into a paragon of overall perfection (i.e. 18 in <em>all</em> scores).</li> <li data-xf-list-type="ul"> It still allows variation between attack bonuses, by not eliminating proficiency bonuses and class features. It merely restricts the variation to an amount that is reasonable given a variable of 20.</li> </ul><p>I think that all of the above vastly outweighs the negatives, but that's my opinion and others are free to disagree. However, the above points are facts; the logical (positive) consequences of instituting a standardized attack bonus.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5072724, member: 41187"] A Standardized attack bonus [B]could[/B] be a good thing. Because:[list] [*] It would standardize PC attack rates, making the math of PC attack rates consistent from PC to PC, allowing for smoother estimation of combat encounter difficulty. [*] It would lock in the attack bonus at or very close to the enjoyment "sweet spot" of 70% hit rate against same level foes. [*] It allows tactics and teamwork to really shine, making character optimization more a matter of [I]game play[/I] than a matter of build selection. Build selection is still important but no longer the key to hitting with powers. [*] It allows for heroic "desperate gambles" where a PC uses a highly inferior attack (with a good chance of some success) because circumstances prevent the use of their normal attacks. [*] It encourages sub-optimal builds by guaranteeing a useful attack bonus with all attacks, even for characters built against type. [*] It allows players to decide that a particular character doesn't need a 24+ in a given ability score to continue adventuring, and would be better represented (you know, for role play) by having developed into a paragon of overall perfection (i.e. 18 in [I]all[/I] scores). [*] It still allows variation between attack bonuses, by not eliminating proficiency bonuses and class features. It merely restricts the variation to an amount that is reasonable given a variable of 20.[/list] I think that all of the above vastly outweighs the negatives, but that's my opinion and others are free to disagree. However, the above points are facts; the logical (positive) consequences of instituting a standardized attack bonus. [/QUOTE]
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