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War Pick; ?d8
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<blockquote data-quote="jtrowell" data-source="post: 3977918" data-attributes="member: 57422"><p>instead of the "prof." value being a malus to users without the proficiency, what if it was a bonus to users with it ?</p><p></p><p>We know that AC, like all defenses, will increase with level, but there are several things adding to it : </p><p></p><p>AC = 1/2 level + Dex (depending on armor) + armor + shield</p><p></p><p>To attack versus AC, you only have [ability bonus] + 1/2 level (the new base attack bonus)</p><p></p><p>Seems like there should be some kind of bonus allowing each character to be better at some forms of attacks than others.</p><p></p><p>In Star Wars Saga, each class get a static bonus (+0, +1 or +2) to each defense. In 4th edition, I exepected the same way to have classes with static bonus for their main attack type.</p><p></p><p>For exemple Fighters having a +2 bonus to melee attacks, Ranger the same with ranged attacks, wizards with their spells, and so on.</p><p></p><p>A better system yet could be that the bonus would be tied to a specific ability :</p><p></p><p>fighters getting a bonus to STR attacks</p><p>rangers and rogues to DEX attacks</p><p>wizards to INT attacks</p><p>and so on ...</p><p></p><p>That is what I expected before this article.</p><p></p><p>Now I think that instead each classe might get proficiencies (maybe having to select in a list for the class) in a number of weapons or implements.</p><p></p><p>If you don't have the prof. in a weapon or implement, you don't have any malus, but if your have it, you get the weapon specific bonus.</p><p></p><p>That way you could have simple but heavy weapons with a lower bonus, but greater damage, and lighter (or more precise) weapon doing less damage but with a greater bonus to hit.</p><p></p><p>Exemples (I made them up): </p><p></p><p>Maul </p><p>prof. 1</p><p>damage d12</p><p></p><p>Rapier</p><p>prof. 4</p><p>damage d6</p><p>special : high critical</p><p></p><p>Longsword</p><p>prof. 3</p><p>damage d8</p></blockquote><p></p>
[QUOTE="jtrowell, post: 3977918, member: 57422"] instead of the "prof." value being a malus to users without the proficiency, what if it was a bonus to users with it ? We know that AC, like all defenses, will increase with level, but there are several things adding to it : AC = 1/2 level + Dex (depending on armor) + armor + shield To attack versus AC, you only have [ability bonus] + 1/2 level (the new base attack bonus) Seems like there should be some kind of bonus allowing each character to be better at some forms of attacks than others. In Star Wars Saga, each class get a static bonus (+0, +1 or +2) to each defense. In 4th edition, I exepected the same way to have classes with static bonus for their main attack type. For exemple Fighters having a +2 bonus to melee attacks, Ranger the same with ranged attacks, wizards with their spells, and so on. A better system yet could be that the bonus would be tied to a specific ability : fighters getting a bonus to STR attacks rangers and rogues to DEX attacks wizards to INT attacks and so on ... That is what I expected before this article. Now I think that instead each classe might get proficiencies (maybe having to select in a list for the class) in a number of weapons or implements. If you don't have the prof. in a weapon or implement, you don't have any malus, but if your have it, you get the weapon specific bonus. That way you could have simple but heavy weapons with a lower bonus, but greater damage, and lighter (or more precise) weapon doing less damage but with a greater bonus to hit. Exemples (I made them up): Maul prof. 1 damage d12 Rapier prof. 4 damage d6 special : high critical Longsword prof. 3 damage d8 [/QUOTE]
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