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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
suggestions for 4e ideas easy enough to HR now?
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<blockquote data-quote="JohnSnow" data-source="post: 3948412" data-attributes="member: 32164"><p>True, but the +5 armor directly offsets the +5 weapon.</p><p></p><p>For optimum playability, I'd say there should be about a five point discrepancy between AC and Attack Bonus. Assuming equal ability scores, one character's dex bonus to defense/AC offsets his opponent's attack bonus from strength, or dex, or whatever.</p><p></p><p>By giving a 5 point advantage to AC from good armor (chain, let's say), you implement the 5 point discrepancy we want for optimal play.</p><p></p><p>If all else is equal, a character hits if he rolls a 15. By scaling a defense bonus with BAB, you keep that same number for success <em>against characters of equal level</em>. Your +2 sword serves to negate your opponent's +2 armor.</p><p></p><p>The 4e classes probably provide a level 1 "kicker" to BAB and Defenses, like +1, +2, or +3. And those almost certainly vary from class to class. So a rogue and ranger might get maximum use out of lighter armor, whereas a fighter and paladin probably benefit more from armor.</p><p></p><p>Conversely, it might be that AC and Reflex Defense don't get the same kicker. So a character might get his Ref Defense kicker from his class but his AC kicker comes entirely from his armor.</p><p></p><p>I don't know all the available design space, but it's considerable. However, as long as each character ends up with his defense getting about 5-6 points ahead of the common attack bonus for his level <em>and staying there</em>, the sweet spot is preserved. All the other stuff is measure and countermeasure, and they can be kept relatively well balanced. It also leaves a fair amount of variability in the numbers. Even lacking a +3 sword, a character only has "less of a chance" to hit his opponent.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3948412, member: 32164"] True, but the +5 armor directly offsets the +5 weapon. For optimum playability, I'd say there should be about a five point discrepancy between AC and Attack Bonus. Assuming equal ability scores, one character's dex bonus to defense/AC offsets his opponent's attack bonus from strength, or dex, or whatever. By giving a 5 point advantage to AC from good armor (chain, let's say), you implement the 5 point discrepancy we want for optimal play. If all else is equal, a character hits if he rolls a 15. By scaling a defense bonus with BAB, you keep that same number for success [i]against characters of equal level[/i]. Your +2 sword serves to negate your opponent's +2 armor. The 4e classes probably provide a level 1 "kicker" to BAB and Defenses, like +1, +2, or +3. And those almost certainly vary from class to class. So a rogue and ranger might get maximum use out of lighter armor, whereas a fighter and paladin probably benefit more from armor. Conversely, it might be that AC and Reflex Defense don't get the same kicker. So a character might get his Ref Defense kicker from his class but his AC kicker comes entirely from his armor. I don't know all the available design space, but it's considerable. However, as long as each character ends up with his defense getting about 5-6 points ahead of the common attack bonus for his level [i]and staying there[/i], the sweet spot is preserved. All the other stuff is measure and countermeasure, and they can be kept relatively well balanced. It also leaves a fair amount of variability in the numbers. Even lacking a +3 sword, a character only has "less of a chance" to hit his opponent. [/QUOTE]
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suggestions for 4e ideas easy enough to HR now?
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