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<blockquote data-quote="Arkhandus" data-source="post: 4038362" data-attributes="member: 13966"><p><strong>Some quick solutions, cuz I feel like throwing in my 2 cp <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p></p><p></p><p>Well, here are a few workable ideas along those lines.</p><p>[sblock]Two (sorta three) ideas for the first, either one could work.</p><p>1) Base Damage Bonus: A character's Base Damage Bonus equals his or her Base Attack Bonus (or half, or double, whichever you think best). This is a bonus that the character adds to damage with each attack he or she makes (but only attacks that would normally deal damage, such as an unarmed strike, not a disarm attempt).</p><p></p><p>Base Damage Bonus does not apply to spells, powers, supernatural abilities, spell-like abilities, or psi-like abilities except for those that require an attack roll and that would normally deal damage on a successful attack roll. Base Damage Bonus does not apply to any recurring damage, such as from a bleeding wound or the further damage dealt by an Acid Arrow spell on rounds following the initial hit. Base Damage Bonus is halved, rounded down, on natural weapon attacks if the creature has multiple natural weapon attacks.</p><p></p><p></p><p>2) Alternate Iterative Attacks: A character with Base Attack Bonus of +6 or higher may choose to make multiple attacks during a full-attack action. When doing so, the character may make up to one extra attack per 6 points of Base Attack Bonus possessed, or fewer if desired. The choice must be made at the start of the full-attack action. For each extra attack the character will take in this manner, during any given full-attack action, he or she suffers a -2 penalty on each attack roll during that action.</p><p></p><p>Each attack is made at the character's full Base Attack Bonus, but suffers the aforementioned penalty. Thus, with a +6 BAB, the character could attack once at +6 on the attack roll, or twice at +4 on the attack roll. With a +12 BAB, they could attack once at +12, twice at +10, or three times at +8. With a +18 BAB, the character could instead attack once at +18, twice at +16, three times at +14, or four times at +12.</p><p></p><p>3) Other Alternative Iterative Attacks: A character with Base Attack Bonus of +6 or higher may choose to make multiple attacks during a full-attack action. When he or she does so, they make a second attack at their full Base Attack Bonus. The choice to do so is made after the first attack; if they choose not to, then it is just a standard action attack.</p><p></p><p>If the character's Base Attack Bonus is +11 or higher, then he or she may make two extra attacks instead of one on a full-attack action, when desired, but both of the extra attacks are made at one-half the character's Base Attack Bonus, rounded down.</p><p></p><p>If the character's Base Attack Bonus is +16 or higher, then he or she may make three extra attacks on a full-attack action instead, with the first extra attack at his or her full Base Attack Bonus and the other two attacks at one-half the character's Base Attack Bonus, rounded down.</p><p></p><p>(if you don't want the multiple attacks to be better than in the core, then just reduce the 1st/2nd extra attack bonuses mentioned above by half, like the others, for the second alternative method, but maybe allow characters with BAB +11 or higher to make one extra attack at full BAB instead of the multiple extra attacks at half BAB)</p><p></p><p></p><p>Regarding the second point: You could make feats more comparable (and maybe more numerous) by just giving each feat a Feat Point cost, and providing characters with a certain number of FP to spend at each new level (or just at each level that would normally grant a feat or bonus feat).</p><p></p><p>Unspent FP would remain until the next level, but no longer than that (or until the next level at which they would normally gain a feat of the appropriate type). So you could save your FP from 1st-level until 2nd-level but no later (or until 3rd-level if going for the "FP only at levels that normally grant feats" route), while a Fighter could save his Bonus Feat Points from 1st-level until 2nd-level but no later. Maybe just allow FP to be saved indefinitely, but that would encourage FP being spent only on good feats, never on ones that they just qualify for early on.</p><p></p><p>Probably-adequate feat values could be....either a scale of 1-5 or 1-6, would probably be best (1-8 or 1-10 could also work, but wouldn't likely be as efficient or easy to handle in exchange for only a minor increase in granularity). Let's say a scale of 1-6. Good feats would be assigned a cost of 5 or 6 FP, so they'd effectively be worth a full 'feat slot' by the normal rules. Weak feats would probably be assigned a cost of 2 FP, with maybe any really pathetic ones given a cost of 1 FP. Relatively average or mediocre, slightly weak feats would be assigned a cost of 3 or 4 FP.</p><p></p><p>So you could, for example, assign Toughness a cost of 2 or 3 FP, Skill Focus a cost of 3 or 4 FP, Alertness a cost of 4 FP (and the rest of its ilk a cost of 3 or 4 depending on which two skills they're boosting), Weapon Focus a cost of 4 FP, Power Attack a cost of 6 FP, Dodge a cost of 2 FP, etc., or whatever. The few really strong feats might even have a value higher than 6, like maybe Robilar's Gambit is given a value of 9 or 12 FP, for example, I dunno.</p><p></p><p>At each level, maybe characters get 3 FP, doubled at 1st-level to 6 FP (or even quadrupled like skill points at 1st-level, if you like). If going for the 'FP only at levels they would normally get a feat' model, then just make it 6 FP at each of those appropriate levels (1st, 3rd, 6th, etc.). Either way, figure out how classes with bonus feats would get FP.</p><p></p><p>In the first model, Fighters would get 3 or 4 FP at each level in the Fighter class, doubled to 6 or 8 FP at 1st-level in the Fighter class (even if it isn't their 1st character level, due to the nature of the Fighter class and its feat progression, being a little better than 1 feat per 2 levels, and thus much better than the general feat progression). In the second model, Fighters would just get 6 FP or so at every level that would normally give a Fighter bonus feat. Either way, these bonus FP gained from Fighter levels would probably be separate from normal FP gained through character level advancement, to be spent only on Fighter bonus feats.</p><p></p><p>Similarly, Wizards would get either 2 Bonus FP at each level of Wizard, doubled at 1st-level in the Wizard class (the item creation feats would probably be worth 4 FP or less, or at least Scribe Scroll should be), or 6 Bonus FP at each level that they'd normally get a bonus Wizard feat, as appropriate.</p><p></p><p>Adjust the value up or down as desired (maybe 5 or 6 FP per level to effectively match a 'feat slot at every level' model, if you like). But if adjusting it downward, make sure characters can somehow save up enough Feat Points to acquire a strong feat every so often, like Power Attack or whatnot.[/sblock]</p><p></p><p></p><p>Lessee.</p><p>[sblock]1) An extra 10 HP at 1st-level would be good, certainly, to keep PCs from dying after a single mistake or bad judgment call, or a single critical hit (though even +10hp might not be enough against a battleaxe/greataxe/warhammer crit). Maybe even +20 HP.</p><p></p><p>Or just give characters a few action points; maybe even ones that never refresh, just a one-time allotment of a few AP; and give them the ability to spend an Action Point at any time to reduce the damage they take from any attack or effect, short of unavoidable ones (like immersion in lava or falling off a cliff), by something like 5 or 10 points. Possibly allow the expenditure of multiple AP to reduce damage from an effect, if desired; but have a caveat that Action Points cannot reduce damage from any attack or effect below 1 damage (so the character suffers a minimum of 1 damage regardless).</p><p></p><p>For spellcasters, you could just give them something like......</p><p>Magic Pulse (Su): As a standard action, you may use this supernatural ability to focus a bit of magical power into a short pulse from your hand, damaging a creature in line of sight and line of effect, with the brief flare of magic. This requires a melee or ranged touch attack to hit, and the ranged touch attack is a ray that has an absolute range of 60 feet, with no range increment. If your touch attack hits the target creature, Magic Pulse deals 1d6 damage to the target creature, +1 damage per caster level. Magic Pulse is a magical force effect, useable once per day per point of Intelligence, Wisdom, or Charisma you possess, whichever is higher. As a force effect, Magic Pulse can harm ethereal or incorporeal creatures, if you can manage to see them well enough to target them. Each use of Magic Pulse deals 1 point of nonlethal damage to you, as feedback from the flare of raw magic coursing through your hand, and this feedback cannot be prevented or reduced.</p><p></p><p>Give an identical but psionic version, Psionic Pulse, to manifesters, and there ya go.</p><p></p><p>That or just give everyone Magic Missile at will, which is kinda lame, since MM is practically unavoidable and far-reaching, and it's normally restricted to wizards and very similar spellcasters. It also brings up questions about why apprentice mages don't go around assassinating everyone they hate while sitting up in trees or other advantageous spots, due to Magic Missile's great reach and automatic success. This Magic Pulse idea at least has limits and a minor drawback.</p><p></p><p>2) You could either choose a few feats for each class that members of that class get for free at certain levels, or just give characters a feat at every level instead of every 3 levels. If nothing else, any levels where they can't find a worthwhile feat they qualify for can be levels at which they just pick Toughness or Skill Focus.</p><p></p><p>3) It may help to adopt one or two parts of the stat-boosting-magic-items replacement suggestions I give below for Greg K. Then you can cut down on the amount of wealth gained by PCs, without weakening them too much, so they don't have mountains of gold they can't spend. They should still have plenty enough to build castles and palaces and other things to establish themselves as rulers over their own personal domains.</p><p></p><p>And aside from that, they could spend their gold on, perhaps, hiring dragons or other powerful creatures to serve as allies in battle, or to guard their lands (what better guardian for your realm than a gold or silver dragon, for example? Or several of them?).</p><p></p><p>Or perhaps....perhaps Efreet (or noble Djinn) actually eat gold for sustenance, and PCs could barter with them to trade piles of gold in exchange for Wishes or choice items from an Efreeti's (or Djinni's) vault, or for the Efreeti (or Djinni) to create a few magic items for them? There could be a well-known Efreeti (or Djinni) lord who deals in such things, for example.[/sblock]</p><p></p><p></p><p>Easy enough to do.</p><p>[sblock]1) Cut XP rewards down to 1/2, 1/3, or 1/5 normal (for most, maybe all, XP awards in the DMG this should be an easy and even division).</p><p>2) Integrate a simple level-based set of benefits, similar to what I do in Rhunaria with Gifts of the Warrior's Spirit but even simpler still. Ex.:</p><p>2i) Characters receive a magical +1 enhancement bonus on attack and damage rolls with weapons, natural weapons, and unarmed strikes for every 4 character levels obtained, and an equal enhancement bonus to AC from any armor worn and from any shield used. This might be from absorbing ambient magical forces from the monsters they fight or from the places they travel through.</p><p>2ii) Characters receive a +1 enhancement bonus to any ability score for each character level obtained beyond 2nd, and this enhancement bonus may be divided amongst multiple ability scores, but each point of the enhancement bonus must be allocated at the time it is gained. No single ability score may receive more than 1 point of this enhancement bonus per 3 character levels.</p><p>2iii) Characters receive a +1 resistance bonus on saving throws for every 3 character levels obtained.</p><p>2iv) Lastly, characters receive a +1 enhancement bonus to natural armor AC for every 2 character levels obtained.</p><p></p><p>Of course, you could just make these nonmagical, but then I'd suggest removing most of the related magic items from the game entirely (Cloaks of Resistance, Belts of Giant's Strength, etc.). The little set-up I just put together would allow for a moderate or significant reduction in the amount of wealth and/or magic items that characters get, without affecting their ability to handle level-appropriate challenges to any notable degree. If you wanted to remove stat-boosting items altogether, just double the automatic bonuses (and double the limit noted for part 2ii).[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4038362, member: 13966"] [b]Some quick solutions, cuz I feel like throwing in my 2 cp :)[/b] Well, here are a few workable ideas along those lines. [sblock]Two (sorta three) ideas for the first, either one could work. 1) Base Damage Bonus: A character's Base Damage Bonus equals his or her Base Attack Bonus (or half, or double, whichever you think best). This is a bonus that the character adds to damage with each attack he or she makes (but only attacks that would normally deal damage, such as an unarmed strike, not a disarm attempt). Base Damage Bonus does not apply to spells, powers, supernatural abilities, spell-like abilities, or psi-like abilities except for those that require an attack roll and that would normally deal damage on a successful attack roll. Base Damage Bonus does not apply to any recurring damage, such as from a bleeding wound or the further damage dealt by an Acid Arrow spell on rounds following the initial hit. Base Damage Bonus is halved, rounded down, on natural weapon attacks if the creature has multiple natural weapon attacks. 2) Alternate Iterative Attacks: A character with Base Attack Bonus of +6 or higher may choose to make multiple attacks during a full-attack action. When doing so, the character may make up to one extra attack per 6 points of Base Attack Bonus possessed, or fewer if desired. The choice must be made at the start of the full-attack action. For each extra attack the character will take in this manner, during any given full-attack action, he or she suffers a -2 penalty on each attack roll during that action. Each attack is made at the character's full Base Attack Bonus, but suffers the aforementioned penalty. Thus, with a +6 BAB, the character could attack once at +6 on the attack roll, or twice at +4 on the attack roll. With a +12 BAB, they could attack once at +12, twice at +10, or three times at +8. With a +18 BAB, the character could instead attack once at +18, twice at +16, three times at +14, or four times at +12. 3) Other Alternative Iterative Attacks: A character with Base Attack Bonus of +6 or higher may choose to make multiple attacks during a full-attack action. When he or she does so, they make a second attack at their full Base Attack Bonus. The choice to do so is made after the first attack; if they choose not to, then it is just a standard action attack. If the character's Base Attack Bonus is +11 or higher, then he or she may make two extra attacks instead of one on a full-attack action, when desired, but both of the extra attacks are made at one-half the character's Base Attack Bonus, rounded down. If the character's Base Attack Bonus is +16 or higher, then he or she may make three extra attacks on a full-attack action instead, with the first extra attack at his or her full Base Attack Bonus and the other two attacks at one-half the character's Base Attack Bonus, rounded down. (if you don't want the multiple attacks to be better than in the core, then just reduce the 1st/2nd extra attack bonuses mentioned above by half, like the others, for the second alternative method, but maybe allow characters with BAB +11 or higher to make one extra attack at full BAB instead of the multiple extra attacks at half BAB) Regarding the second point: You could make feats more comparable (and maybe more numerous) by just giving each feat a Feat Point cost, and providing characters with a certain number of FP to spend at each new level (or just at each level that would normally grant a feat or bonus feat). Unspent FP would remain until the next level, but no longer than that (or until the next level at which they would normally gain a feat of the appropriate type). So you could save your FP from 1st-level until 2nd-level but no later (or until 3rd-level if going for the "FP only at levels that normally grant feats" route), while a Fighter could save his Bonus Feat Points from 1st-level until 2nd-level but no later. Maybe just allow FP to be saved indefinitely, but that would encourage FP being spent only on good feats, never on ones that they just qualify for early on. Probably-adequate feat values could be....either a scale of 1-5 or 1-6, would probably be best (1-8 or 1-10 could also work, but wouldn't likely be as efficient or easy to handle in exchange for only a minor increase in granularity). Let's say a scale of 1-6. Good feats would be assigned a cost of 5 or 6 FP, so they'd effectively be worth a full 'feat slot' by the normal rules. Weak feats would probably be assigned a cost of 2 FP, with maybe any really pathetic ones given a cost of 1 FP. Relatively average or mediocre, slightly weak feats would be assigned a cost of 3 or 4 FP. So you could, for example, assign Toughness a cost of 2 or 3 FP, Skill Focus a cost of 3 or 4 FP, Alertness a cost of 4 FP (and the rest of its ilk a cost of 3 or 4 depending on which two skills they're boosting), Weapon Focus a cost of 4 FP, Power Attack a cost of 6 FP, Dodge a cost of 2 FP, etc., or whatever. The few really strong feats might even have a value higher than 6, like maybe Robilar's Gambit is given a value of 9 or 12 FP, for example, I dunno. At each level, maybe characters get 3 FP, doubled at 1st-level to 6 FP (or even quadrupled like skill points at 1st-level, if you like). If going for the 'FP only at levels they would normally get a feat' model, then just make it 6 FP at each of those appropriate levels (1st, 3rd, 6th, etc.). Either way, figure out how classes with bonus feats would get FP. In the first model, Fighters would get 3 or 4 FP at each level in the Fighter class, doubled to 6 or 8 FP at 1st-level in the Fighter class (even if it isn't their 1st character level, due to the nature of the Fighter class and its feat progression, being a little better than 1 feat per 2 levels, and thus much better than the general feat progression). In the second model, Fighters would just get 6 FP or so at every level that would normally give a Fighter bonus feat. Either way, these bonus FP gained from Fighter levels would probably be separate from normal FP gained through character level advancement, to be spent only on Fighter bonus feats. Similarly, Wizards would get either 2 Bonus FP at each level of Wizard, doubled at 1st-level in the Wizard class (the item creation feats would probably be worth 4 FP or less, or at least Scribe Scroll should be), or 6 Bonus FP at each level that they'd normally get a bonus Wizard feat, as appropriate. Adjust the value up or down as desired (maybe 5 or 6 FP per level to effectively match a 'feat slot at every level' model, if you like). But if adjusting it downward, make sure characters can somehow save up enough Feat Points to acquire a strong feat every so often, like Power Attack or whatnot.[/sblock] Lessee. [sblock]1) An extra 10 HP at 1st-level would be good, certainly, to keep PCs from dying after a single mistake or bad judgment call, or a single critical hit (though even +10hp might not be enough against a battleaxe/greataxe/warhammer crit). Maybe even +20 HP. Or just give characters a few action points; maybe even ones that never refresh, just a one-time allotment of a few AP; and give them the ability to spend an Action Point at any time to reduce the damage they take from any attack or effect, short of unavoidable ones (like immersion in lava or falling off a cliff), by something like 5 or 10 points. Possibly allow the expenditure of multiple AP to reduce damage from an effect, if desired; but have a caveat that Action Points cannot reduce damage from any attack or effect below 1 damage (so the character suffers a minimum of 1 damage regardless). For spellcasters, you could just give them something like...... Magic Pulse (Su): As a standard action, you may use this supernatural ability to focus a bit of magical power into a short pulse from your hand, damaging a creature in line of sight and line of effect, with the brief flare of magic. This requires a melee or ranged touch attack to hit, and the ranged touch attack is a ray that has an absolute range of 60 feet, with no range increment. If your touch attack hits the target creature, Magic Pulse deals 1d6 damage to the target creature, +1 damage per caster level. Magic Pulse is a magical force effect, useable once per day per point of Intelligence, Wisdom, or Charisma you possess, whichever is higher. As a force effect, Magic Pulse can harm ethereal or incorporeal creatures, if you can manage to see them well enough to target them. Each use of Magic Pulse deals 1 point of nonlethal damage to you, as feedback from the flare of raw magic coursing through your hand, and this feedback cannot be prevented or reduced. Give an identical but psionic version, Psionic Pulse, to manifesters, and there ya go. That or just give everyone Magic Missile at will, which is kinda lame, since MM is practically unavoidable and far-reaching, and it's normally restricted to wizards and very similar spellcasters. It also brings up questions about why apprentice mages don't go around assassinating everyone they hate while sitting up in trees or other advantageous spots, due to Magic Missile's great reach and automatic success. This Magic Pulse idea at least has limits and a minor drawback. 2) You could either choose a few feats for each class that members of that class get for free at certain levels, or just give characters a feat at every level instead of every 3 levels. If nothing else, any levels where they can't find a worthwhile feat they qualify for can be levels at which they just pick Toughness or Skill Focus. 3) It may help to adopt one or two parts of the stat-boosting-magic-items replacement suggestions I give below for Greg K. Then you can cut down on the amount of wealth gained by PCs, without weakening them too much, so they don't have mountains of gold they can't spend. They should still have plenty enough to build castles and palaces and other things to establish themselves as rulers over their own personal domains. And aside from that, they could spend their gold on, perhaps, hiring dragons or other powerful creatures to serve as allies in battle, or to guard their lands (what better guardian for your realm than a gold or silver dragon, for example? Or several of them?). Or perhaps....perhaps Efreet (or noble Djinn) actually eat gold for sustenance, and PCs could barter with them to trade piles of gold in exchange for Wishes or choice items from an Efreeti's (or Djinni's) vault, or for the Efreeti (or Djinni) to create a few magic items for them? There could be a well-known Efreeti (or Djinni) lord who deals in such things, for example.[/sblock] Easy enough to do. [sblock]1) Cut XP rewards down to 1/2, 1/3, or 1/5 normal (for most, maybe all, XP awards in the DMG this should be an easy and even division). 2) Integrate a simple level-based set of benefits, similar to what I do in Rhunaria with Gifts of the Warrior's Spirit but even simpler still. Ex.: 2i) Characters receive a magical +1 enhancement bonus on attack and damage rolls with weapons, natural weapons, and unarmed strikes for every 4 character levels obtained, and an equal enhancement bonus to AC from any armor worn and from any shield used. This might be from absorbing ambient magical forces from the monsters they fight or from the places they travel through. 2ii) Characters receive a +1 enhancement bonus to any ability score for each character level obtained beyond 2nd, and this enhancement bonus may be divided amongst multiple ability scores, but each point of the enhancement bonus must be allocated at the time it is gained. No single ability score may receive more than 1 point of this enhancement bonus per 3 character levels. 2iii) Characters receive a +1 resistance bonus on saving throws for every 3 character levels obtained. 2iv) Lastly, characters receive a +1 enhancement bonus to natural armor AC for every 2 character levels obtained. Of course, you could just make these nonmagical, but then I'd suggest removing most of the related magic items from the game entirely (Cloaks of Resistance, Belts of Giant's Strength, etc.). The little set-up I just put together would allow for a moderate or significant reduction in the amount of wealth and/or magic items that characters get, without affecting their ability to handle level-appropriate challenges to any notable degree. If you wanted to remove stat-boosting items altogether, just double the automatic bonuses (and double the limit noted for part 2ii).[/sblock] [/QUOTE]
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