Capped Modifiers and DCs (3.5e Variant Rule)
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Capped Modifiers and DCs
Various modifiers on the RNG can get a little over-the-top, especially at higher levels due to the miscellaneous bonuses people can acquire. In order to prevent these bonuses from being too high, this variant places a hard cap on both of these statistics.
However, so as not to punish players who choose to go over the cap, an alternate bonus is offered.
- For every point by which you exceed the armor class listed below, take two less damage from attacks that target your AC. This stacks with any DR you may possess.
- For every point by which you exceed the attack modifier listed below, deal an additional 2 points of damage on attacks made.
- If you are over the cap for DCs, you force the target to roll an extra die to save against the effect with an additional modifier equal to 10 - the number by which you are over the cap (minimum 0), taking the lower roll.
- If you are over the cap for saves, you can roll two dice, one at the cap and the other with a modifier equal to the cap - 10 + the number by which you are over the cap (maximum equal to the cap), taking the higher roll. Should you succeed against the effect on both saves against an attack that has a reduced effect on a successful save, you instead avoids the effect entirely.
These caps include any situational bonuses, such as from flanking, cover, and so forth.
|Level||Armor Class||Attack Modifier||DC of Abilities||Saving Throws|
As an added benefit, this variant gives the players a good guideline on how much AC and attack they should have before they begin to hit diminishing returns, as the bonuses conferred above are worth a little less than what one would normally get for being above the cap.
Note: The above numbers are based off of the "combatant" array in the Pathfinder Unchained Simplified Monster Creation rules.