AntiStateQuixote
Enemy of the State
Inspired by many threads on this board of late. Let's "flatten" the math.
I'll focus on attack rolls vs. AC, but assume a similar scale applies to all d20-based math. Assume the "class/level options" works across 20 or 30 (whatever the game supports) levels.
The most basic of d20 rolls in Dungeons and Dragons is a weapon (or claw or bite) attack against armor class.
Armor class measures the difficulty of landing an effective blow with a weapon against the target.
AC range 10 - 30
Attack bonus indicates a creatures capability (training, specialization, magic weapon, etc.) in landing effective blows.
Attack Bonus range 0 - 20
Result: a warrior with "level appropriate" skill/magic/etc. will hit a "level appriopriate" AC on a die roll of 10 or higher.
Where do the numbers come from?
Armor Class
Attack bonus
End result: the "very best" attack roll in the game hits the "very best" AC on a roll of 10. No single character can have both the very best AC and the very best attack. Players make meaningful choices in character capability as they gain levels (attack or defense).
These ideas do not account for situational or temporary modifiers: cover, combat advantage, aid another, etc.
Because the overall math is flatter (many/most critters have AC 15 to 25, attack rolls +5 to +15) there's less need for scaling of critters and making a ton of new monsters for each level that really just stretch numbers without adding any new "neat" to the game.
Flame on!
I'll focus on attack rolls vs. AC, but assume a similar scale applies to all d20-based math. Assume the "class/level options" works across 20 or 30 (whatever the game supports) levels.
The most basic of d20 rolls in Dungeons and Dragons is a weapon (or claw or bite) attack against armor class.
Armor class measures the difficulty of landing an effective blow with a weapon against the target.
AC range 10 - 30
- AC 10: an unarmored, unskilled, and untrained normal humanoid
- AC 15: a lightly armored humanoid with basic combat training
- AC 20: a moderately trained warrior wearing very good non-magical armor
- AC 30: a supremely trained warrior wearing the very best of magical armor and other magical protections
Attack bonus indicates a creatures capability (training, specialization, magic weapon, etc.) in landing effective blows.
Attack Bonus range 0 - 20
- Attack bonus 0: an untrained normal humanoid wielding any non-magical weapon
- Attack bonus 5: a normal humanoid with basic combat ability wielding a decent weapon in which s/he has training
- Attack bonus 10: a moderately trained warrior wielding a very good (masterwork?) non-magical weapon
- Attack bonus 20: a supremely trained warrior wielding the very best of magical weapons with a specialized focus on using that weapon
Result: a warrior with "level appropriate" skill/magic/etc. will hit a "level appriopriate" AC on a die roll of 10 or higher.
Where do the numbers come from?
Armor Class
- Ability bonus (max out at 5 with diminishing returns based on armor worn)
- Training (class options and level bonus max out at 7 for "AC optimizer")
- Armor (full plate and shield max out at 10; armor requires training to use)
- Magic (max 3)
Attack bonus
- Ability bonus (max out at 5)
- Training (class options and level max 12 for "attack optimizer;" inlcudes specialization with specific weapon)
- Magic (max 3)
End result: the "very best" attack roll in the game hits the "very best" AC on a roll of 10. No single character can have both the very best AC and the very best attack. Players make meaningful choices in character capability as they gain levels (attack or defense).
These ideas do not account for situational or temporary modifiers: cover, combat advantage, aid another, etc.
Because the overall math is flatter (many/most critters have AC 15 to 25, attack rolls +5 to +15) there's less need for scaling of critters and making a ton of new monsters for each level that really just stretch numbers without adding any new "neat" to the game.
Flame on!