Tilenas
Explorer
Hoping that it will fix some of the issue with high-level play in 3.x (notably the exacerbating gaps between high and low attack/save progressions), I adopted the level-modifier for my house rules. It works as follows:
Level-Modifier = character level/2 (round down).
Add the level-modifier to attack rolls, saving throws, initiative checks, AC, and reputation checks.
At first level, your character receives a number of starting bonuses depending on their class, e.g.:
The Barbarian
Base Attack: +2
Armor Class: +1
Initiative: +1
Reputation: +0
Fortitude: +2
Reflex: +1
Will: +1
The starting bonuses reflect the training the character received before they started adventuring.
Multiclass characters receive the starting bonuses of the single class in which they have attained the most levels. If this applies to two or more classes, the character keeps their previous bonuses, i.e. no changes are made.
Example:
If Brb 3 multiclasses to Brb 3/Sor 3, they keep their Brb starting bonuses.
If they then proceed to Brb 3/Sor 4, the starting bonuses switch to sorceror, as the character has now attained more levels in Sor as in any other class.
Known problems:
- As 3.x still builds on the notion that spellcasters will compensate their low combat abilities (small hit dice, low attack bonuses, no armor for arcane spellcasters) with spells, the relative boost in those stats the level-modifier affords them will have to be matched by a boost for the non-spellcasters (powers, anyone?)
- 3.x also revolves around a fairly static AC which is boosted mainly through Dex and magic armor. Making AC level-dependent mandates the careful eyeballing of many monster stats (I'll just get rid of these ridiculously high natural armor bonuses and see from there)
- Also, with generally higher ACs (especially in humanoids), combat will take much longer, unless HP are adjusted (I use the vitality/wound point system, which sort of makes everyone dependent on critical hits to finish a fight quickly)
- Certain prestige class requirements (BAB, Save) are now much more easily attained by those classes the respective PrC isn't designed for. How big a problem that is I can't gauge as of yet, however.
Level-Modifier = character level/2 (round down).
Add the level-modifier to attack rolls, saving throws, initiative checks, AC, and reputation checks.
At first level, your character receives a number of starting bonuses depending on their class, e.g.:
The Barbarian
Base Attack: +2
Armor Class: +1
Initiative: +1
Reputation: +0
Fortitude: +2
Reflex: +1
Will: +1
The starting bonuses reflect the training the character received before they started adventuring.
Multiclass characters receive the starting bonuses of the single class in which they have attained the most levels. If this applies to two or more classes, the character keeps their previous bonuses, i.e. no changes are made.
Example:
If Brb 3 multiclasses to Brb 3/Sor 3, they keep their Brb starting bonuses.
If they then proceed to Brb 3/Sor 4, the starting bonuses switch to sorceror, as the character has now attained more levels in Sor as in any other class.
Known problems:
- As 3.x still builds on the notion that spellcasters will compensate their low combat abilities (small hit dice, low attack bonuses, no armor for arcane spellcasters) with spells, the relative boost in those stats the level-modifier affords them will have to be matched by a boost for the non-spellcasters (powers, anyone?)
- 3.x also revolves around a fairly static AC which is boosted mainly through Dex and magic armor. Making AC level-dependent mandates the careful eyeballing of many monster stats (I'll just get rid of these ridiculously high natural armor bonuses and see from there)
- Also, with generally higher ACs (especially in humanoids), combat will take much longer, unless HP are adjusted (I use the vitality/wound point system, which sort of makes everyone dependent on critical hits to finish a fight quickly)
- Certain prestige class requirements (BAB, Save) are now much more easily attained by those classes the respective PrC isn't designed for. How big a problem that is I can't gauge as of yet, however.