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Using 4e as the basis of something familiar?
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<blockquote data-quote="HeavenShallBurn" data-source="post: 4115247" data-attributes="member: 39593"><p>I'm experimenting with a hybrid system between 3.5 and SAGA that seems to fix the math at least partially though it needs tweaking. The full package has been in sporatic development ever since a bit before SAGA came out.</p><p></p><p>Like Saga I start with all characters getting a 1/2 level base in pretty much everything. </p><p></p><p>BAB/Grapple(it's own attack)/MAB(magic attack bonus/flipped saving throw)/Def(AC)/Ref/Fort/Will</p><p></p><p>then there are poor, medium, and good modifiers added based on race and class</p><p>Poor=+1</p><p>Med=+2</p><p>Good=+4</p><p></p><p>When multiclassing you meet in the middle or step up 1 if neither are poor. Brings the spread at any single level down to a reasonable level yet allows a large enough discrepency across levels that you can still get the progression of low-level foes being powerless against high-level ones that has always been a feature of D&D.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 4115247, member: 39593"] I'm experimenting with a hybrid system between 3.5 and SAGA that seems to fix the math at least partially though it needs tweaking. The full package has been in sporatic development ever since a bit before SAGA came out. Like Saga I start with all characters getting a 1/2 level base in pretty much everything. BAB/Grapple(it's own attack)/MAB(magic attack bonus/flipped saving throw)/Def(AC)/Ref/Fort/Will then there are poor, medium, and good modifiers added based on race and class Poor=+1 Med=+2 Good=+4 When multiclassing you meet in the middle or step up 1 if neither are poor. Brings the spread at any single level down to a reasonable level yet allows a large enough discrepency across levels that you can still get the progression of low-level foes being powerless against high-level ones that has always been a feature of D&D. [/QUOTE]
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