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The math of D&D Next; a moderating proposal
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<blockquote data-quote="Mokona" data-source="post: 5851364" data-attributes="member: 24891"><p>In 2e the fighter gets -1 to THAC0 at every level after 1st which would translate to +0 BAB through +19 BAB (1/1). The priest gets +2 BAB per 3 levels above 1st (2/3). The gets +1 BAB per 2 levels (1/2). The wizard gets +1 BAB per 3 levels (1/3).</p><p></p><p>In 3e you get +1 per level, +3 per 4 levels, and +1 per 2 levels.</p><p></p><p>In 4e you get +1 per 2 levels for all character classes. So 4th edition already (tried) to slay the sacred cow that fighters get +1 BAB per level.</p><p></p><p>If the sweet spot is hitting 70% of the time (or even 50%) and BAB scales with level then AC has an option. AC can scale with level and the ability to hit remains in the same position relative to the sweet spot or AC doesn't scale at the same speed as BAB and the PCs change their hit average relative to the sweet spot.</p><p></p><p>If PCs are moving relative to the sweet spot they're either:</p><p></p><p>1. Going from hitting "worse" than the sweet spot percentage to hitting at the sweet spot,</p><p>2. Going from hitting worse than the sweet spot to hitting better than the sweet spot,</p><p>3. Or going from hitting at the sweet spot to hitting better than the sweet spot.</p><p></p><p>I don't believe they'll build a version of <strong>D&D</strong> where I'll play above level 11. Therefore if PCs don't hit the sweet spot of "fun" to hit percentages until late in the game I'll miss out completely. If you start at the sweet spot and get "better" then it might become so ridiculously easy to auto-hit that it's boring.</p><p></p><p>You also have to make a distinction between the expected AC of the enemy and the "absolute best" AC of the enemies. It might be fine to have a 50% chance to hit the anti-paladin in full plate with a shield but have a 65% chance to hit the melee rogue (leather + Dex) or cleric (chainmail) and a 75% chance to hit the artillery wizard. Wherever the sweet spot is - I've been convinced by the "flow" arguments that 50% should be the <u>minimum</u> fun to-hit percentage.</p><p></p><p>I can't seem to find a way to make the numbers work if BAB and AC don't basically grow at the same rate (at least if monster AC may be DM-created, evil PC-like creatures with PC classes).</p><p></p><p>Therefore I recommend: Both Base Attack Bonus (BAB) and AC increase by +1 per 3 levels. Thus a 1st-level character is -3 to hit a 10th-level monster and -6 to hit a 20th-level monster. Big penalties but not impossible. This would achieve my goal of flatter math (before magic items are taken into account).</p><p></p><p>Other ideas: 1) Never increase stats (STR-CHA) just because you leveled. 2) Lower the flanking bonus from +2 to +1.</p></blockquote><p></p>
[QUOTE="Mokona, post: 5851364, member: 24891"] In 2e the fighter gets -1 to THAC0 at every level after 1st which would translate to +0 BAB through +19 BAB (1/1). The priest gets +2 BAB per 3 levels above 1st (2/3). The gets +1 BAB per 2 levels (1/2). The wizard gets +1 BAB per 3 levels (1/3). In 3e you get +1 per level, +3 per 4 levels, and +1 per 2 levels. In 4e you get +1 per 2 levels for all character classes. So 4th edition already (tried) to slay the sacred cow that fighters get +1 BAB per level. If the sweet spot is hitting 70% of the time (or even 50%) and BAB scales with level then AC has an option. AC can scale with level and the ability to hit remains in the same position relative to the sweet spot or AC doesn't scale at the same speed as BAB and the PCs change their hit average relative to the sweet spot. If PCs are moving relative to the sweet spot they're either: 1. Going from hitting "worse" than the sweet spot percentage to hitting at the sweet spot, 2. Going from hitting worse than the sweet spot to hitting better than the sweet spot, 3. Or going from hitting at the sweet spot to hitting better than the sweet spot. I don't believe they'll build a version of [B]D&D[/B] where I'll play above level 11. Therefore if PCs don't hit the sweet spot of "fun" to hit percentages until late in the game I'll miss out completely. If you start at the sweet spot and get "better" then it might become so ridiculously easy to auto-hit that it's boring. You also have to make a distinction between the expected AC of the enemy and the "absolute best" AC of the enemies. It might be fine to have a 50% chance to hit the anti-paladin in full plate with a shield but have a 65% chance to hit the melee rogue (leather + Dex) or cleric (chainmail) and a 75% chance to hit the artillery wizard. Wherever the sweet spot is - I've been convinced by the "flow" arguments that 50% should be the [U]minimum[/U] fun to-hit percentage. I can't seem to find a way to make the numbers work if BAB and AC don't basically grow at the same rate (at least if monster AC may be DM-created, evil PC-like creatures with PC classes). Therefore I recommend: Both Base Attack Bonus (BAB) and AC increase by +1 per 3 levels. Thus a 1st-level character is -3 to hit a 10th-level monster and -6 to hit a 20th-level monster. Big penalties but not impossible. This would achieve my goal of flatter math (before magic items are taken into account). Other ideas: 1) Never increase stats (STR-CHA) just because you leveled. 2) Lower the flanking bonus from +2 to +1. [/QUOTE]
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