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1 year ago ::
Feb 19, 2012 - 8:15AM
#11
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Date Joined:
Oct 24, 2007
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I found removing the 1/2 level bonus to all character's and monster's Attacks, Defences and Skills helps wih the scaling problem.
I've sometimes thought about what would happen if I ever tried that as a houserule. The main downside would be that it might foul up the power level of magical gear and feats, etc. If you have no level bonus then an extra +1 bonus from an item or feat, etc, becomes much more powerful.
Of course you're also not changing hit points and damage rolls, but that's probably ok and would still allow high level characters to be more powerful than monsters they typically fought starting out at low level. And on the plus side if you removed the level bonus then the calculations of character generation become easier too. (Although considering most people I know use the DDi character generator this isn't really a factor since the generator precalculates everything for you.)
It's also possible 5e might lean this way. They've said 5e is going to have a much flatter levelling curve, and removing the level bonus is a pretty straightforward way to do it. And if they design the system from the ground up with no level bonus in mind then they can try and avoid potential problems with magic item bonuses and feats, etc.
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1 year ago ::
Feb 19, 2012 - 8:36AM
#12
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Date Joined:
Mar 26, 2007
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I've sometimes thought about what would happen if I ever tried that as a houserule. The main downside would be that it might foul up the power level of magical gear and feats, etc. If you have no level bonus then an extra +1 bonus from an item or feat, etc, becomes much more powerful.
Of course you're also not changing hit points and damage rolls,
Everything stays exactly the same (though I use the Inherent Bonus variant for equipment).
So you can fight a monster you fought 10 levels ago and it not be a total wipe, and vice versa (try it, it's rad).
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1 year ago ::
Feb 19, 2012 - 8:58AM
#13
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Date Joined:
Aug 19, 2007
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I've sometimes thought about what would happen if I ever tried that as a houserule. The main downside would be that it might foul up the power level of magical gear and feats, etc. If you have no level bonus then an extra +1 bonus from an item or feat, etc, becomes much more powerful.
Of course you're also not changing hit points and damage rolls,
Everything stays exactly the same (though I use the Inherent Bonus variant for equipment).
So you can fight a monster you fought 10 levels ago and it not be a total wipe, and vice versa (try it, it's rad).
This is true, you just need to make a couple calculations to see this clearly. I never thought about it before I came on these boards, but it definitely makes sense.
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Feb 19, 2012 - 9:02AM
#14
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Date Joined:
Mar 26, 2007
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This is true, you just need to make a couple calculations to see this clearly. I never thought about it before I came on these boards, but it definitely makes sense.
Yep, it really does work, just go out and gouge out the 1/2 level from all character's and monster's Attacks, Defences and Skills (it was a vestige from SWSE in a way).
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1 year ago ::
Feb 19, 2012 - 10:39AM
#15
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Date Joined:
Nov 24, 2009
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Besides the big pile of game statistics for dealing with combat, i'd want to see the ecologies listed with each monster. I like knowing their activity cycle and their general culture style (animalistic, tribal, etc.). If all the mosters entries are just numbers and different skins then its gets blase after awhile. The DM needs to be loaded with more information regarding the creature's societal behaviors and how it generally views the world/other creatures (if it thinks about these things).
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1 year ago ::
Feb 19, 2012 - 11:35AM
#16
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Date Joined:
Aug 19, 2007
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Besides the big pile of game statistics for dealing with combat, i'd want to see the ecologies listed with each monster. I like knowing their activity cycle and their general culture style (animalistic, tribal, etc.). If all the mosters entries are just numbers and different skins then its gets blase after awhile. The DM needs to be loaded with more information regarding the creature's societal behaviors and how it generally views the world/other creatures (if it thinks about these things).
I agree. In fact, I think my proposed idea would work for virtually every taste: there's the flavor, ecology, psychology section; there's the quick stat block, OD&D style, exceptionally useful when you need to run a very quick skirmish; there's the advanced stat block, for when a monster needs to feel special; and then there's the generic monster + powers by theme section that gives an enormous amount of flexibility to the DM, and makes monster creation 100% easier.
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Feb 19, 2012 - 12:27PM
#17
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Date Joined:
Apr 23, 2009
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I like monsters being systemic and giving the DM a build chapter right up front. Good ideas. I think putting more design tools in the hands of DMs is a great idea in general. Of course give them lots of finished examples but give them room to grow on their own.
I don't mind gotcha at all and feel at times it's even desirable. So "showing" monster recharges is something I would never do. I rolled them behind the DM screen and never revealed when they were available.
There are times when I believe realistically the characters should become aware. In those cases I do give them clues. I just don't think it is 100% of the time.
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