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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tweaked save/BAB progression
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<blockquote data-quote="HeavenShallBurn" data-source="post: 4241420" data-attributes="member: 39593"><p>The mechanical end is a lot like 4e. I originally came up with the first parts in about 2003. Then began experimenting with various values until I came up with this right around the time SWSE came out. In many ways me and the 4e designers independently arrived at similar basic mechanical systems because we were looking for the same kind of scalability fix.</p><p></p><p>It's one of the reasons I went to an armor as DR system. You account for monster ACs by giving them a HD related AC progression like the PCs. This keeps the ACs roughly on level with attack bonuses of similar level PCs. Then you transfer most of the factors that used to account for AC (natural armor, deflection, etc) into varying levels of DR. Natural armor for example becomes 1/2 hardness+1/2 natural armor AC bonus. </p><p></p><p>For example a lion is AC=15 (-1 size, +3 dex, +3 nat)</p><p>It becomes AC=14 (10 + 2HD bonus - 1 size + 3 dex) DR=2 (1 hardness + 1 NA)</p><p></p><p>At 5th level a fighter with 18 str will be swinging AB=10 (6 base(5/2+4) + 4). So he'll hit fairly often (anything over 4). But a wizard with 10 str will be AB= 2 (2 base(5/2) + 0 str) will need to roll a 12 or higher to hit it physically. And even a fighter with a middling str of 15 will hit on a 6 or higher. But even under standard rules a lion isn't hard to hit.</p><p></p><p>Let's take something that should be a bit more slippery, a succubus. </p><p></p><p>Standard Rules AC= 20 (+1 dex, +9 nat) DR= 10 cold iron or good</p><p>Modified Rules AC=14 (10 + 3HD + 1 dex) DR= 15 cold iron or good (10 pre-existing + 1 hardness + 4NA)</p><p></p><p>What they loose in AC they gain back in DR. So they're easier to hit but harder to punch through and damage. </p><p>[edit]I've been considering giving them a boost based on how slippery they're supposed to be as opponents to bring DR inflation down some. But that would be coming even closer to a monster role style system.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 4241420, member: 39593"] The mechanical end is a lot like 4e. I originally came up with the first parts in about 2003. Then began experimenting with various values until I came up with this right around the time SWSE came out. In many ways me and the 4e designers independently arrived at similar basic mechanical systems because we were looking for the same kind of scalability fix. It's one of the reasons I went to an armor as DR system. You account for monster ACs by giving them a HD related AC progression like the PCs. This keeps the ACs roughly on level with attack bonuses of similar level PCs. Then you transfer most of the factors that used to account for AC (natural armor, deflection, etc) into varying levels of DR. Natural armor for example becomes 1/2 hardness+1/2 natural armor AC bonus. For example a lion is AC=15 (-1 size, +3 dex, +3 nat) It becomes AC=14 (10 + 2HD bonus - 1 size + 3 dex) DR=2 (1 hardness + 1 NA) At 5th level a fighter with 18 str will be swinging AB=10 (6 base(5/2+4) + 4). So he'll hit fairly often (anything over 4). But a wizard with 10 str will be AB= 2 (2 base(5/2) + 0 str) will need to roll a 12 or higher to hit it physically. And even a fighter with a middling str of 15 will hit on a 6 or higher. But even under standard rules a lion isn't hard to hit. Let's take something that should be a bit more slippery, a succubus. Standard Rules AC= 20 (+1 dex, +9 nat) DR= 10 cold iron or good Modified Rules AC=14 (10 + 3HD + 1 dex) DR= 15 cold iron or good (10 pre-existing + 1 hardness + 4NA) What they loose in AC they gain back in DR. So they're easier to hit but harder to punch through and damage. [edit]I've been considering giving them a boost based on how slippery they're supposed to be as opponents to bring DR inflation down some. But that would be coming even closer to a monster role style system. [/QUOTE]
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