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Functional Situation Modifiers - 3.x

Started by Cranewings, March 22, 2011, 01:29:43 PM

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Cranewings

I'm thinking about taking a chunk out of the ability of high ac characters to avoid damage from mooks by changing the way situational modifiers work.

Here is my idea - if a character's chances to hit an enemy are reduced to the point where he needs a natural 20 to hit, and he is not suffering any situational negatives to strike, he may reduce the number he needs to roll by his positive modifiers.

For example, a first level fighter with a +4 to strike takes the high ground and flanks a 6th level fighter with an ac of 32.

The +1 for high ground and +2 for flanking would reduce the number needed to hit from 20 to 17 instead of from 20 to 20.

The Worid

Why? AC is already less useful than your saves. I don't think fighter-types need to be hated on any more than they already are in 3.X.
Playing: Dungeons & Dragons 2E
Running: Nothing at the moment
On Hold: Castles and Crusades, Gamma World 1E

Cranewings

Quote from: The Worid;454220Why? AC is already less useful than your saves. I don't think fighter-types need to be hated on any more than they already are in 3.X.

My house rules shit all over wizards all ready. We let movement happen out of turn if it is needed for emulation, five foot steps back require a combat maneuver check if you aren't covered by an ally, characters start with a 25 point buy with no dump stats allowed, so fighters and characters with MAD can still get their stats up while casters with one primary stat are stuck at 20, banned most of the save or lose spells....

And it will mostly be fighters attacking those fighters and monsters with the super ACs, so while they are hurt, if their tactics are on point, they will benefit.

The main person that gets a bonus from this new rule is the rogue, and they are a weak class anyway.