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<blockquote data-quote="ren1999" data-source="post: 5861106" data-attributes="member: 85179"><p>5th Next Edition Proposal</p><p>_________________________</p><p></p><p>Fighter type classes start with 12 + constitution ability score hit points. They have 12 healing surges per day. They gain 12 hit points when leveling up in a fighter type class.</p><p></p><p>Rogue type classes start with 10 + constitution ability score hit points. They have 10 healing surges per day. They gain 10 hit points when leveling up in a rogue type class.</p><p></p><p>Cleric type classes start with 8 + constitution ability score hit points. They have 8 healing surges per day. They gain 8 hit points when leveling up in a cleric type class.</p><p></p><p>Wizard type classes start with 6 + constitution ability score hit points. They have 6 healing surges per day. They gain 6 hit points when leveling up in a wizard type class.</p><p></p><p>Multi-Class types have 9 healing surges per day. They gain 9 hit points when leveling up in any class.</p><p></p><p>Assign an 18 to one ability score. Roll 4d6 and discard the lowest 1d6. Assign the total to another ability score. Repeat for the remaining 4 ability scores.</p><p></p><p>If an ability score is 8 or 9 the ability modifier is -1. 10,11=0, 12,13=+1, etc.</p><p></p><p>example attack rolls=</p><p>1d20+attacker's strength modifier+1/2 attacker's levels +/- situation modifiers</p><p>versus</p><p>defender's armor class(armor bonus+1/2 defender's levels)</p><p></p><p>1d20+attacker's dexterity modifier+1/2 attacker's levels +/- situation modifiers</p><p>versus</p><p>defender's reflex(10+dexterity or intelligence modifier+1/2 defender's levels)</p><p></p><p>1d20+skill modifier+1/2 attacker's levels +/- situation modifiers</p><p>versus S'mon's Difficulty Table</p><p>10: Easy Heroic task</p><p>15: Moderate Heroic task</p><p>20: Hard Heroic Task, Easy Paragon Task</p><p>25: Moderate Paragon Task</p><p>30: Hard Paragon Task, Easy Epic Task</p><p>35: Moderate Epic Task</p><p>40: Hard Epic Task</p><p></p><p>Player characters always enter an encounter with maximum hit points.</p><p></p><p>Do away with critical hits and fumbles at least during low level adventures as players can easily die.</p><p></p><p>The Perkinsian Approach to Adjusting a Monster’s Level</p><p>For each level you add or subtract:</p><p>Increase or decrease the monster’s defenses and attack bonuses by 1.</p><p>Increase or decrease the monster’s hit points -- 6 for artillery and lurkers, 8 for controllers, skirmishers, and soldiers. </p><p>Increase or decrease the monster’s damage by 1. If you’re making a minion, its damage is usually around 4 + one-half the monster’s level (minion brutes deal about 25% more damage on top of that).</p><p></p><p>Ren's Notations</p><p>If the monster's stat goes down to a single digit, add 10.</p><p>If the monster's stat goes to a negative digit, change it to a positive digit, i.e. -4 becomes a +4</p><p>Adjusting Monster Hit Points</p><p>Find the character with the highest at-will damage. artillery 1x, brute 2x, controller 3x</p><p></p><p>Unite Opportunity/Reaction, etc.. all into Triggered Actions.</p><p></p><p>Unite Feats/Exploits/Skills/Utilities/Spells/Rituals/Prayers into 4 power categories Exploits/Skills/Spells/Prayers</p><p></p><p>In the core Player's Handbook, only have 4 race examples. Dwarf/Halfling/Human/Elf.</p><p></p><p>Have 30 core unique and useful Powers for each type.</p><p></p><p>Fighter Type Exploit Powers</p><p>Weapon and Armor Proficiency should be considered fighter type exploit powers.</p><p></p><p>Rogue Type Skill Powers</p><p>Of course, any character class can have these skills but only Rogues should get a +1 bonus for each Thievery Skill, +2 at 11th level, +3 at 21st level.</p><p></p><p>Cleric Type Prayer Powers</p><p>30 core Prayers</p><p></p><p>Wizard Type Spell Powers</p><p>30 core Spells</p></blockquote><p></p>
[QUOTE="ren1999, post: 5861106, member: 85179"] 5th Next Edition Proposal _________________________ Fighter type classes start with 12 + constitution ability score hit points. They have 12 healing surges per day. They gain 12 hit points when leveling up in a fighter type class. Rogue type classes start with 10 + constitution ability score hit points. They have 10 healing surges per day. They gain 10 hit points when leveling up in a rogue type class. Cleric type classes start with 8 + constitution ability score hit points. They have 8 healing surges per day. They gain 8 hit points when leveling up in a cleric type class. Wizard type classes start with 6 + constitution ability score hit points. They have 6 healing surges per day. They gain 6 hit points when leveling up in a wizard type class. Multi-Class types have 9 healing surges per day. They gain 9 hit points when leveling up in any class. Assign an 18 to one ability score. Roll 4d6 and discard the lowest 1d6. Assign the total to another ability score. Repeat for the remaining 4 ability scores. If an ability score is 8 or 9 the ability modifier is -1. 10,11=0, 12,13=+1, etc. example attack rolls= 1d20+attacker's strength modifier+1/2 attacker's levels +/- situation modifiers versus defender's armor class(armor bonus+1/2 defender's levels) 1d20+attacker's dexterity modifier+1/2 attacker's levels +/- situation modifiers versus defender's reflex(10+dexterity or intelligence modifier+1/2 defender's levels) 1d20+skill modifier+1/2 attacker's levels +/- situation modifiers versus S'mon's Difficulty Table 10: Easy Heroic task 15: Moderate Heroic task 20: Hard Heroic Task, Easy Paragon Task 25: Moderate Paragon Task 30: Hard Paragon Task, Easy Epic Task 35: Moderate Epic Task 40: Hard Epic Task Player characters always enter an encounter with maximum hit points. Do away with critical hits and fumbles at least during low level adventures as players can easily die. The Perkinsian Approach to Adjusting a Monster’s Level For each level you add or subtract: Increase or decrease the monster’s defenses and attack bonuses by 1. Increase or decrease the monster’s hit points -- 6 for artillery and lurkers, 8 for controllers, skirmishers, and soldiers. Increase or decrease the monster’s damage by 1. If you’re making a minion, its damage is usually around 4 + one-half the monster’s level (minion brutes deal about 25% more damage on top of that). Ren's Notations If the monster's stat goes down to a single digit, add 10. If the monster's stat goes to a negative digit, change it to a positive digit, i.e. -4 becomes a +4 Adjusting Monster Hit Points Find the character with the highest at-will damage. artillery 1x, brute 2x, controller 3x Unite Opportunity/Reaction, etc.. all into Triggered Actions. Unite Feats/Exploits/Skills/Utilities/Spells/Rituals/Prayers into 4 power categories Exploits/Skills/Spells/Prayers In the core Player's Handbook, only have 4 race examples. Dwarf/Halfling/Human/Elf. Have 30 core unique and useful Powers for each type. Fighter Type Exploit Powers Weapon and Armor Proficiency should be considered fighter type exploit powers. Rogue Type Skill Powers Of course, any character class can have these skills but only Rogues should get a +1 bonus for each Thievery Skill, +2 at 11th level, +3 at 21st level. Cleric Type Prayer Powers 30 core Prayers Wizard Type Spell Powers 30 core Spells [/QUOTE]
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