| Post/Author/DateTime | Post |
|---|---|
| Grax02-29-08, 02:44 PM | I don't know if anyone has thought of this before, but it seems to me that you can apply the same concept in Unearthed Arcana about fractional BAB/Saves to ability modifiers by assuming that each point of ability score (above or below ten being positive and negative respectively) counts for 1/2 a point of modifier. Why would you want to do this? Because when you multiply your modifiers you end up with different values, as with the case of using a weapon two-handed as follows: ONE HANDED TWO HANDED TWO HANDED W/ FRATIONS Str. Mod Mod Mod Math 11 +0 +0 +0 (0.5 x 1.5 = .75) 12 +1 +1 +1 (1.0 x 1.5 = 1.50) 13 +1 +1 +2 (1.5 x 1.5 = 2.25) 14 +2 +3 +3 (2.0 x 1.5 = 3.00) 15 +2 +3 +3 (2.5 x 1.5 = 3.75) 16 +3 +4 +4 (3.0 x 1.5 = 4.50) 17 +3 +4 +5 (3.5 x 1.5 = 5.25) 18 +4 +6 +6 (4.0 x 1.5 = 6.00) 19 +4 +6 +6 (4.5 x 1.5 = 6.75) 20 +5 +7 +7 (5.0 x 1.5 = 7.50) 21 +5 +7 +8 (5.5 x 1.5 = 8.25) 22 +6 +9 +9 (6.0 x 1.5 = 9.00) As you can see it makes for a smoother progression by eliminating the 2 point jumps from 17-18 and 21-22. The pattern continues eliminating jumps at 25-26, 29-30 and so on. |
| nonsi03-01-08, 11:47 AM | It does make sense, but I don't know of any other case in which you multiply an ability mod by 1.5 and I can't imagine what kind of DM would want to lookup a table every time he brings something wielding a 2H-weapon (or take the time to remember STR13, STR17, STR21... ). The pain just aint worth the gain and +1 to dmg is quite rarely significant. |