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Switch to Forum Live View Two birds with one stone: Magic Items and Weapon Expertise
4 years ago  ::  Aug 14, 2009 - 2:57PM #31
Maelora
Date Joined: May 6, 2009
Posts: 76
Igfig - I love you, and want to have your babies.

Seriously, I've been grappling with something like this for ages, trying to replicate the 'feel' of AD&D with the new edition.

Thanks for all your hard work.
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4 years ago  ::  Aug 16, 2009 - 8:58AM #32
PrimeSonic
Date Joined: Apr 11, 2009
Posts: 353
To let you know, out group just adopted these rules and will be trying them out next monday.
Some big impact was seem as our fighter saw a big increase in attack modifier. (And our barbarian just discovered Power Attack)

They've just hit level 11 and from here on I plan on mostly sending them monsters 2-3 levels above them since they have such an easy time.
I'll let you know how it goes.
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4 years ago  ::  Aug 28, 2009 - 8:25PM #33
Igfig
Date Joined: Oct 22, 2002
Posts: 314

That seems kinda weird.  Why did they get a big attack increase?  They should maybe go up by 1.


Do they have Weapon Expertise? They may not have gotten rid of that, which will throw the numbers off considerably.  Have them retrain it instantly; that feat doesn't exist any more.


Are their weapons too powerful for their tier?  In my system, they should have +1s, maybe +2s.  If they all had +3s and you didn't change that, that's a free +1 bonus. Also they now have weapons of epic power, which is a little weird.


Are their weapons too weak for their tier?  In the old system, they should have had +3s.  If you were giving them weaker weapons than were appropriate, the switch to my system could give them a nice boost.  This is perfectly okay and not to be feared.

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4 years ago  ::  Aug 28, 2009 - 10:52PM #34
PrimeSonic
Date Joined: Apr 11, 2009
Posts: 353

Don't worry, the numbers are correct. Our fighter didn't even have Weapon Expertise to start with. The difference was seen as she went from hitting nothing, to actually hitting. XD


Also, take note that at least 2/3 of these players are pretty heavy optimizers, so they get bonuses from all over the place. As far as simply hitting enemy defenses go, they have usually been alright. It's just now that I can throw the big guns at them.


Another important detail to keep in mind is that I'm running these 3 as Gestalt PCs, so their power is already pretty enhanced.


Tomorrow they'll finally be facing some really tough armored foes. We'll see how that all works out. They're at level 11 and were hitting AC 30s with fair consistency, so it's time to toss a few big boys in there with heavy damage as see what happens next. I'll have an update on the situation by sunday.


 


 

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4 years ago  ::  Aug 29, 2009 - 10:44AM #35
Igfig
Date Joined: Oct 22, 2002
Posts: 314

I guess I'm just curious.  I didn't expect any significant change at all in the math, and now I'm wondering how it all happened.  I took a look at your Gestalt rules, and I don't see anything in there that could cause the change you described.


If it's not too much trouble, could you post a breakdown of one of your PCs' attack bonus before and after the switch?  Just to satisfy my curiosity.

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4 years ago  ::  Aug 29, 2009 - 12:08PM #36
PrimeSonic
Date Joined: Apr 11, 2009
Posts: 353

Will do. I'll edit in the info into this post tonight.


The biggest changes were for PCs that didn't have Weapon Expertise. The rest practically didn't change, but our Fighter was having bad luck too. Anyways, I figure we'll be running with these rules for a good while, if not from now on.


EDIT:


Okay, it seems there was a problem on calculation on my part. (There was a shield with an enhancement bonus) I've rectified that and the numbers are finally balanced again.


Another thing I'm doing is I'm refraining from improving the base armor bonus of the PCs until at least level 15. They simply do not need the increase this soon since technically at this level they would be using +3 armor.


So the numbers turned out alright, but I had a defender that skewed my numbers to the point of insanity by my own fault. That's been fixed and things should proceed smoothly from here on.

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4 years ago  ::  Aug 29, 2009 - 6:43PM #37
Igfig
Date Joined: Oct 22, 2002
Posts: 314

...ohhhh.  I see now.


Never mind, I think I get it now.   My mind wasn't quite connecting the "doesn't have Weapon Expertise" with the "has a lower attack bonus".

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4 years ago  ::  Aug 29, 2009 - 8:33PM #38
PrimeSonic
Date Joined: Apr 11, 2009
Posts: 353

Our fighter has crazy luck. For whatever involved her AC or defending against damage in any way, the dice are always in her favor. But when it comes to any offensive roll, the dice will turn against her.


She didn't optimize her attack rolls (no feats) so when she got the extra bonus out of nowhere, she finally started hitting this again. sadly, her dice luck still keep her from being all that offensive.


It's a sad but true story. I guess this is probably why she wants to play a striker rather than a defender in whatever campaign we do next.


 


EDIT: She also had a 16 in Strength at level 12.

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4 years ago  ::  Nov 16, 2009 - 8:34AM #39
PrimeSonic
Date Joined: Apr 11, 2009
Posts: 353
Necroing this thread as it seems the topic keeps coming back.

I'd like to make the mention that the progression we've adopted at my table for the increases mentioned is now at 1,5,11,15,21,25. Or any level that ends in 1 or 5.
This keeps the increases smooth and avoids huge jumps in the bonuses.
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4 years ago  ::  Nov 16, 2009 - 1:26PM #40
Pramxnim
Date Joined: Dec 9, 2008
Posts: 184
Heya PrimeSonic, just wanted to point out that the progression 1, 5, 11, 15, 21, 25 doesn't seem like it's accounting for the Expertise feats. If you kept those feats as written, there will be a jump at levels 15 and 25, and possibly level 1, 11 and 21 where the increase in attack coincide with the expertise bonus (if Expertise was taken at levels 1, 11 or 21).

If you're planning on using a progression that replaces magic enhancement bonuses, consider 1, 7, 11, 17, 21, and 27 for attack and damage, and provide an additional boost to attack only at levels 5, 15, 25 to simulate the Expertise feats.

Nevertheless, there may always be the chance of having a jump at level 21, where a PC may gain up to +3 to attack and damage from:

A. Starting with an even attack score and boosting it every time (e.g. 18 => 24)
B. Getting an ED that gives +2 to their attack score (e.g. Demigod boost from 24-26)
C. Getting the aforementioned enhancement bonus (at level 21)

If option B was not taken, or the PC started out with an odd score, there won't be a jump at level 21.
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