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== RNG Calculations ==
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== Variant Rule Idea ==
  
I'm trying to figure out a basic set of values for monsters that keeps standard PCs (ones that don't get a bunch of bullshit bonuses) challenged by the monsters. This is my attempt.
+
Generally, I've noticed that expending spells for class features tends to be pretty crappy the higher level spell you use. Offhand I can't think of any class feature where using a level 9 is that much better than a level 8, but I'm probably forgetting some class out there. Either way, this is an idea to "fix" that problem. It's a straight up buff for caster types, but it does encourage some previously crappy PrCs, likely.
  
Assumptions:
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=== Teh Rulez ===
  
*Ghostwheel's [[Balanced Wealth (3.5e Variant Rule)|Balanced Wealth]] is in effect.
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When expending a spell slot to activate a class feature, its effective level for the purposes of "powering" the class feature, other than DCs, is determined by the following table:
*The expected ability score for an attack/defense statistic is 16 (+3)
 
*A high ability score (with a racial bonus) will have an extra +2 modifier (an extra 10% on the RNG)
 
*A medium ability score will have a modifier 2 lower (10% more likely to fail on the RNG)
 
*A low ability score will have a modifier 4 lower (20% more likely to fail on the RNG)
 
*Regular attack rolls are made with a full BAB
 
*Touch attacks are made with a 3/4 BAB
 
  
===Statistics===
+
{| class="zebra d20"
 
 
*Your expected ability score, and high ability score will be chosen to be increased every 2 levels.
 
*Your medium ability score will also be increased every 2 levels.
 
*Your low ability score is a dump stat.
 
 
 
{| class="zebra d20"
 
|-
 
! Level !! Expected Ability Score !! High ability score !! Medium ability score !! Low ability score !! Expected Variance !! Max Variance
 
|-
 
| 1 || 16 (+3) || 20 (+5) || 12 (+1) || 8 (-1) || 4 || 6
 
|-
 
| 2 || 17 (+3) || 21 (+5) || 13 (+1) || 8 (-1) || 4 || 6
 
|-
 
| 3 || 18 (+4) || 22 (+6) || 14 (+2) || 9 (-1) || 5 || 7
 
|-
 
| 4 || 19 (+4) || 23 (+6) || 15 (+2) || 9 (-1) || 5 || 7
 
 
|-
 
|-
| 5 || 19 (+4) || 23 (+6) || 15 (+2) || 9 (-1) || 5 || 7
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! Spell Slot Level !! Effective Level
 
|-
 
|-
| 6 || 21 (+5) || 25 (+7) || 17 (+3) || 10 (+0) || 5 || 7
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| 0 || Specific to the class feature
 
|-
 
|-
| 7 || 21 (+5) || 25 (+7) || 17 (+3) || 10 (+0) || 5 || 7
+
| 1 || 1
 
|-
 
|-
| 8 || 22 (+6) || 26 (+8) || 18 (+4) || 10 (+0) || 6 || 8
+
| 2 || 2
 
|-
 
|-
| 9 || 23 (+6) || 27 (+8) || 19 (+4) || 11 (+0) || 6 || 8
+
| 3 || 4
 
|-
 
|-
| 10 || 24 (+7) || 28 (+9) || 20 (+5) || 11 (+0) || 7 || 9
+
| 4 || 6
 
|-
 
|-
| 11 || 24 (+7) || 28 (+9) || 20 (+5) || 11 (+0) || 7 || 9
+
| 5 || 9
 
|-
 
|-
| 12 || 26 (+8) || 30 (+10) || 22 (+6) || 12 (+1) || 7 || 9
+
| 6 || 12
 
|-
 
|-
| 13 || 26 (+8) || 30 (+10) || 22 (+6) || 12 (+1) || 7 || 9
+
| 7 || 16
 
|-
 
|-
| 14 || 27 (+8) || 31 (+10) || 23 (+6) || 12 (+1) || 7 || 9
+
| 8 || 20
 
|-
 
|-
| 15 || 28 (+9) || 32 (+11) || 24 (+7) || 13 (+1) || 8 || 10
+
| 9 || 25
|-
 
| 16 || 29 (+9) || 33 (+11) || 25 (+7) || 13 (+1) || 8 || 10
 
|-
 
| 17 || 29 (+9) || 33 (+11) || 25 (+7) || 13 (+1) || 8 || 10
 
|-
 
| 18 || 31 (+10) || 35 (+12) || 27 (+8) || 14 (+2) || 8 || 10
 
|-
 
| 19 || 31 (+10) || 35 (+12) || 27 (+8) || 14 (+2) || 8 || 10
 
|-
 
| 20 || 32 (+11) || 36 (+13) || 28 (+9) || 14 (+2) || 9 || 11
 
 
|}
 
|}
  
'''Thoughts:''' A dump stat will have about a 20-30% higher chance of failure for a 1st level character compared to their primary stat. For a 20th level character, this penalty becomes a 45-55% higher chance of failure. If the base chance of failure for something really challenging is 50%, then a character's dump stat falls to the bottom of the RNG at level 20, making any ability check with that ability score not even worth rolling.
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Probably seems crazy, but here's my reasoning. Consider the [[SRD:Archmage|Archmage]]. The Arcane fire ability can do between 6d6 damage (for a 1st level slot) or 14d6 for a 9th level slot. For a 9th level slot, I think it's fair to say that 14d6 is pretty terrible. So instead, this rule would make it 30d6, which actually isn't all that crazy considering disintegrate can do around 40d6 at this point in a much lower level slot (although it gives a save). Note that the 6th level equivalent for this ability would be 17d6 for the archmage.
  
 +
Obviously this rule would be for VH-level games.
  
===Regular attacks===
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Other things I found (for spell slot level X expended):
  
{| class="zebra d20"
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* Ordained champion - DR X + 1/chaotic, X + 1 bonus damage
|-
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* Knight of the Weave: Heal 2X, long range touch attack Xd6 damage
! Level !! Expected Attack Roll !! High ability score !! Medium ability score !! Low ability score
+
* Ultimate Magus: X level metamagic adjustment capped at half class level (savings of 1 spell level typically)
|-
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* Soulgaurd: X rounds True seeing duration, X rounds of rebuking evil outsiders
| 1 || +4 || +6 || +2 || +0
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* Stormcaster: Xd4 damage in 30 ft. radius
|}
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* Daggerspell Mage: enchant a dagger with +Xd6 damage for X rounds
 +
* Shadowbane Stalker: hide/move silently bonus for Cha + X minutes
 +
* Abjurant Champion: +X to attack rolls, +2X to damage, +X AC, +X saving throws (okay, that's a bit broken), elemental resist 5X
 +
* Enlightened Fist: Heal self X hp
 +
* Jade Phoenix Mage: Xd10 damage on a single attack, DR 2X/evil (also maybe a bit broken), Xd6 damage in a 10 ft. aura

Latest revision as of 18:05, 25 March 2014

Variant Rule Idea[edit]

Generally, I've noticed that expending spells for class features tends to be pretty crappy the higher level spell you use. Offhand I can't think of any class feature where using a level 9 is that much better than a level 8, but I'm probably forgetting some class out there. Either way, this is an idea to "fix" that problem. It's a straight up buff for caster types, but it does encourage some previously crappy PrCs, likely.

Teh Rulez[edit]

When expending a spell slot to activate a class feature, its effective level for the purposes of "powering" the class feature, other than DCs, is determined by the following table:

Spell Slot Level Effective Level
0 Specific to the class feature
1 1
2 2
3 4
4 6
5 9
6 12
7 16
8 20
9 25

Probably seems crazy, but here's my reasoning. Consider the Archmage. The Arcane fire ability can do between 6d6 damage (for a 1st level slot) or 14d6 for a 9th level slot. For a 9th level slot, I think it's fair to say that 14d6 is pretty terrible. So instead, this rule would make it 30d6, which actually isn't all that crazy considering disintegrate can do around 40d6 at this point in a much lower level slot (although it gives a save). Note that the 6th level equivalent for this ability would be 17d6 for the archmage.

Obviously this rule would be for VH-level games.

Other things I found (for spell slot level X expended):

  • Ordained champion - DR X + 1/chaotic, X + 1 bonus damage
  • Knight of the Weave: Heal 2X, long range touch attack Xd6 damage
  • Ultimate Magus: X level metamagic adjustment capped at half class level (savings of 1 spell level typically)
  • Soulgaurd: X rounds True seeing duration, X rounds of rebuking evil outsiders
  • Stormcaster: Xd4 damage in 30 ft. radius
  • Daggerspell Mage: enchant a dagger with +Xd6 damage for X rounds
  • Shadowbane Stalker: hide/move silently bonus for Cha + X minutes
  • Abjurant Champion: +X to attack rolls, +2X to damage, +X AC, +X saving throws (okay, that's a bit broken), elemental resist 5X
  • Enlightened Fist: Heal self X hp
  • Jade Phoenix Mage: Xd10 damage on a single attack, DR 2X/evil (also maybe a bit broken), Xd6 damage in a 10 ft. aura