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*Pathfinder & Starfinder
The Myth of the Bo9S's Popularity
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<blockquote data-quote="Brother MacLaren" data-source="post: 3976241" data-attributes="member: 15999"><p>My books are in moving boxes, but it was roughly +50% damage for Skilled, +100% for Expert, +150% for Master, and +200% for Grand Master. For example, the normal sword (longsword in 1E) went from 1d8 to 1d12 to 2d8 for the first 3 tiers. So 1d10 (base 2-handed sword) went to about 20, I think. Each tier gave another +2 to hit, and some special abilities.</p><p></p><p>There were also a couple of buffing spells (like the clerical spell Striking and the ever-overpowered Haste) in BECMI. Haste DOUBLED your attacks (but not spellcasting), and you could stack Haste from two different sources (such as spell and potion) for quadruple-speed. Furthermore, there were weapon enhancements that went up to +10 (e.g. Sword +5, +10 vs. dragons) and some ways to do double damage (Potion of Growth, or the Extra Damage power for an intelligent sword). I don't recall if this doubled base damage or total damage. Meanwhile, there were no ways to increase spell damage.</p><p></p><p></p><p>2 attacks per round at 12th level if you could hit your opponent on a 2, 3 attacks per round at 24th, 4 attacks per round at 36th. Fighters could very often hit on a 2, especially with the Weapon Mastery bonuses. AC had a hard cap of -10 (equivalent to 30) for PCs and for everything except for the oldest of dragons IIRC. Fighters could also use Smash -- take a -5 to hit and add Str score to damage. Kind of like an early version of Power Attack. I can't recall if you could use Smash with Multiple Attacks. </p><p></p><p>Anything involving a save was very unlikely to work against tough opponents in BECMI. A 9th-level spell from an 18-Int wizard was no harder to save against than a 1st-level spell from a 9-Int wizard. I don't recall there being any no-save insta-kills other than the Power Word spells, which have their HP caps, or Death Spell and Cloudkill, which had HD caps.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3976241, member: 15999"] My books are in moving boxes, but it was roughly +50% damage for Skilled, +100% for Expert, +150% for Master, and +200% for Grand Master. For example, the normal sword (longsword in 1E) went from 1d8 to 1d12 to 2d8 for the first 3 tiers. So 1d10 (base 2-handed sword) went to about 20, I think. Each tier gave another +2 to hit, and some special abilities. There were also a couple of buffing spells (like the clerical spell Striking and the ever-overpowered Haste) in BECMI. Haste DOUBLED your attacks (but not spellcasting), and you could stack Haste from two different sources (such as spell and potion) for quadruple-speed. Furthermore, there were weapon enhancements that went up to +10 (e.g. Sword +5, +10 vs. dragons) and some ways to do double damage (Potion of Growth, or the Extra Damage power for an intelligent sword). I don't recall if this doubled base damage or total damage. Meanwhile, there were no ways to increase spell damage. 2 attacks per round at 12th level if you could hit your opponent on a 2, 3 attacks per round at 24th, 4 attacks per round at 36th. Fighters could very often hit on a 2, especially with the Weapon Mastery bonuses. AC had a hard cap of -10 (equivalent to 30) for PCs and for everything except for the oldest of dragons IIRC. Fighters could also use Smash -- take a -5 to hit and add Str score to damage. Kind of like an early version of Power Attack. I can't recall if you could use Smash with Multiple Attacks. Anything involving a save was very unlikely to work against tough opponents in BECMI. A 9th-level spell from an 18-Int wizard was no harder to save against than a 1st-level spell from a 9-Int wizard. I don't recall there being any no-save insta-kills other than the Power Word spells, which have their HP caps, or Death Spell and Cloudkill, which had HD caps. [/QUOTE]
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