Unified Progression - why level/2?

Bagpuss

Legend
"Unified progression of defense, BAB and saves. A 10th level character will have +5 of those (thus +0.5 / level). Even at 1st level classes can significantly alter the base value. Class abilities modify them further."

This seems a little odd to me, it means a 3rd level character will be no different than a 2nd level one, in attack or defense, unless they picked up a feat or talent (power whatever they call that stuff), that changes one of those values.

Why go for level/2 when level would be easier and give a better sense of improvement on gaining an odd level.
 

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I'm going to guess that it has to do with number inflation. Instead of hitting +30 at some point, you are only getting to +15.

This also makes smaller bonuses feel more important.

I don't have a problem with it as long as its a unified approach.
 

My guess is that new powers are gained at the odd levels, so that an even level leads to a numerical increase to the powers you've got, while an odd one gives new ones.

Also, it keeps the numerical spread (due to level alone) low; it means that the difference in attack bonuses between a first and ninth level fighter is smaller, meaning that challenges remain, um, challenging for marginally longer.

In fact, the math is probably more complex than this, as abilities add rerolls or conditional modifiers, but in general my guess would be extending the shelf-life of challenges with respect to character progression.
 

Thinner slices of the same loaf.

A 1st-level Fighter might have, for example, a base attack bonus of +5 ("classes can significantly alter the base value"), meaning that he can actually hit something right from the get-go. However, the same Fighter might have a base attack bonus of "only" +20 at 30th level.

In addition, if talents and feats work like in Star Wars Saga, characters gain a talent at every odd level, which fits in snugly with this progression.
 
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Bagpuss said:
Why go for level/2 when level would be easier and give a better sense of improvement on gaining an odd level.

"+ 1/2 level" instead of "+ level" works better with D&D because of magic items for one. In SWSE "+ level" works because magic items don't exist to inflate the numbers.
 


Grazzt said:
"+ 1/2 level" instead of "+ level" works better with D&D because of magic items for one. In SWSE "+ level" works because magic items don't exist to inflate the numbers.

That is probibly one of the main reasons that WoTC is also looking at seriously curtailing the number of magic items the players will have/need.
 

Grazzt said:
"+ 1/2 level" instead of "+ level" works better with D&D because of magic items for one. In SWSE "+ level" works because magic items don't exist to inflate the numbers.

SWSE also caps characters at Level 20.

My guess is that it had to do with the point where BAB started screwing with the "sweet spot." One of the features of the so-called "Sweet Spot" (Levels 5-12) is that attack bonuses for the various classes are more "in-line." Trying to keep that mathematical relationship throughout the game would lead to some potentially very interesting changes.
 

True, but I doubt the game will be item-free. Just the "core six" items (cloaks, rings, amulets, etc) will no longer be fashion necessities, since AC and Saves scale with level smoothly.
 

A +1 to attack is more meaningful when that's all a 2nd level fighter gets. So suddenly Weapon Focus makes more sense, for example.
 

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