
cranewings |
I was thinking of adding 1/2 a character's Strength bonus to AC and 1/2 his Dexterity Bonus to Strike.
I've allowed a number of PCs and NPCs, though only 4th level, to get strength scores in the upper 20's. I don't have a problem with it in so far as GMing it, I just don't like how easily the automatically score hits. I thought balancing out the stats a little would help. Plus, those attributes really do that. Strong people are harder to hit. Nimble people are good at striking.
It adds extra bits to NPCs - I'll have to adjust everything's bonuses. This will, of course, make powerful monsters even more difficult for characters below their CR to face. I don't care about that though.

cranewings |
Actually, I came up with the better idea for melee. Characters will have a separate melee AC which adds 1/2 their strength modifier. Characters that attack with either ranged weapons or weapon finesse can attack normal AC instead. So a guy with a 9 normal AC but a 14 Melee AC due to his super strength can be hit on a 9 if you use your Dex to work around it.

Some call me Tim |

I've allowed a number of PCs and NPCs, though only 4th level, to get strength scores in the upper 20's. I don't have a problem with it in so far as GMing it, I just don't like how easily the automatically score hits.
It sounds like you have a problem with it after all. High strength bonuses lead to more hits, so now you propose upping AC to compensate.
You have to step back and ask yourself what problem were you trying to solve by allowing PCs and NPCs to have super attribute scores.
Doing that has altered the balance of the game and you have two choices for bringing it back into balance: revert to 'normal' scores or start altering more rules to make up for it. Now you propose having two types of AC just so that your characters can have upper 20's strength scores. Is it worth it?

Davick |

Actually, I came up with the better idea for melee. Characters will have a separate melee AC which adds 1/2 their strength modifier. Characters that attack with either ranged weapons or weapon finesse can attack normal AC instead. So a guy with a 9 normal AC but a 14 Melee AC due to his super strength can be hit on a 9 if you use your Dex to work around it.
I do believe you'd like a system called mutants and masterminds. I'm not too familiar with the newest (3rd) edition, but the 2nd edition let you heavily customize characters, and you could definitely set up a way to give a character more ac against melee or ranged or fire or whatever.

cranewings |
cranewings wrote:Actually, I came up with the better idea for melee. Characters will have a separate melee AC which adds 1/2 their strength modifier. Characters that attack with either ranged weapons or weapon finesse can attack normal AC instead. So a guy with a 9 normal AC but a 14 Melee AC due to his super strength can be hit on a 9 if you use your Dex to work around it.I do believe you'd like a system called mutants and masterminds. I'm not too familiar with the newest (3rd) edition, but the 2nd edition let you heavily customize characters, and you could definitely set up a way to give a character more ac against melee or ranged or fire or whatever.
You know, I feel stupid for never having thought of it. I've been writing powers like energy projection and sonic flight from scratch. I bet M&M has good stuff. I know a number of people that used to love it when it was in style.

cranewings |
cranewings wrote:I've allowed a number of PCs and NPCs, though only 4th level, to get strength scores in the upper 20's. I don't have a problem with it in so far as GMing it, I just don't like how easily the automatically score hits.It sounds like you have a problem with it after all. High strength bonuses lead to more hits, so now you propose upping AC to compensate.
You have to step back and ask yourself what problem were you trying to solve by allowing PCs and NPCs to have super attribute scores.
Doing that has altered the balance of the game and you have two choices for bringing it back into balance: revert to 'normal' scores or start altering more rules to make up for it. Now you propose having two types of AC just so that your characters can have upper 20's strength scores. Is it worth it?
Haha, fair enough. I think dabbling with the rules is worth it though.