| Hakon007 |
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I think the main problems are as follows, with the biggest problem being add level:
Ac and attack add level:
All this does is make high level characters invincible to low level characters
If you always vs adversaries that are similar level to you the dice rolls never change, this results in you never feeling more powerful, it’s the world of warcraft syndrome where you don’t feel like your getting stronger Le, they feel it in that game because of fear, we fell it in this game because the number goes up each level for no reason.
Hit points too high:
Too many rpgs go with more and more hit points, it’s a shame they didn’t try a spin on the FFG Star Wars, soak system.
Where armour soaks damage but you don’t have many hit points so once the reduction occurs the excess goes through and can kill you.
With higher and higher hit points, higher and higher damage output needs to occur. Keeping the numbers smaller makes it more manageable.
This is seen by the mistake of making magic weapons increase dice number.
Skills
adding level to skills seems stupid, my 20th level fighter can make a better bow then a 2nd level bow maker because he’s killed more people, really?
How to fix:
Ac and to hit and hp and damage;
This issue could be fixed by separating being hit and having your armour hit.
By this I mean you take a war hammer approach of, roll to hit then the person takes an armour save roll, although in this case there would be no armour save roll, you would just reduce damage by the armours soak value,
Excess would be done to the player.
You could incorporate a hit location, and certain armours protect different areas better or worse, example a breast plate would not protect the arms, getting hit there would not only receive full damage but if the damage exceeded a percentage amount the ads would be destroyed, eg a hit occurs, it’s on the arm, the breast plate doesn’t work, the damage exceeds 10% of the characters hit points, so the arm is destroyed. You could do a lesser version without hit allocations nd it would work too.
Hp is fine at first level, but the increases to fast.
If you incorporated a soak system you could have caster health increase by 2 per level, rogue types by 3 per level, fighters by 4 per level, barbarians by 5 per level.
Con bonus would be added per 5 levels.
Resulting in a human wizard with con 10 at level 20 having 48hp
And a human barbarian with con 18 at level 20 having 128hp
It brings in the numbers, now those magic weapons go back to a magic increase is +1 damage for. +1 magic item and +5 damage for a +5 magic item (you could make a a +1 item be +1 to hit, +2 damage and so on)
Skills:
Skills tiers are enjoyable, but maybe instead of ramping up the scores, you reduce the dc scale of what’s needed for easy and hard.
Make the players get skill points to invest as before, maybe give them heaps, but have the ranks in skills harder to attain.
Example:
Have ranks untrained, apprentice, adept, professional, master, legendary
Untrained is 0 skill points, apprentice is 1-2, adept is 3-6, professional is 7-11, master is 12-17 and legendary is 18 ranks
A character can only invest 1 point per level
And gains 8 skill points per level, a bard might get +1 per level and rogue + 2 per level.
Bonuses to skill rolls would be ranks invested plus ability score, and the ranks would unlock new benefits similar to feats automatically upon reaching them.
Weapons and armour and magic schools could also have a similar system, but it would be automatic, and gained through the class.
Spells should also have options, as I have said in another post, making spells be templates that combine together, would allow for far more creativity. Eg as a level 0 spell I choose bolt and combine it with the template fire, fire says deal 1d8 damage and if the character fails a save, it’s catches slight suffering 2 damage per turn until put out, bolt says action, 60yard range 1 target, but I could have chosen frost bolt, same range and target and somantic components, but frost deals 1d8 and prevents 1 of the targets actions next turn from being slowed.
As a level 3 spell I combine the blast template which deals damage to everyone in a 20ft radius at 120ft range with the sonic template, which means it deals 6d6 sonic damage and deafens everyone it hits for 1d4 rounds.
The same could be done for healing spells and so on.
I also think something like 5e cantrips could help keep casters competitive with melee.
Anyway hope this feedback helps