Post by Zyraen on Jul 17, 2019 0:31:22 GMT 8
EXPERTISE
Edit in Jan 2021 : Expertise at levels 3,13,23 are now 1 lower.
Expertise of various values incorporates, ie already includes, the following magical enhancement values in it.
Levels 1-3 : Expertise 1, Enhancement 0
Levels 4-7 : Expertise 2, Enhancement 1
Levels 8-10 : Expertise 3, Enhancement 2
Levels 11-13 : Expertise 4, Enhancement 2
Levels 14-17 : Expertise 5, Enhancement 3
Levels 18-20 : Expertise 6, Enhancement 4
Levels 21-23 : Expertise 7, Enhancement 4
Levels 24-27 : Expertise 8, Enhancement 5
Levels 28-30 : Expertise 9, Enhancement 6
Where the magical enhancement is equal or lower than the incorporated enhancement, the magical equipment adds no bonus.
Where the magical enhancement is higher than the incorporated enhancement, the equipment adds a bonus equal to the difference between the magical enhancement and the incorporated enhancement.
eg at player Level 6, a weapon +2 or implement +2 adds +1 bonus to attack and damage, +1 being the difference between +2 weapon and the incorporated enhancement of +1. However, at player Level 8, it gives no bonus to attack or damage, since the +2 is already incorporated into Expertise 3. Effectively, getting the +2 item at Level 6 lets the player benefit from Expertise 3 to his attack and damage rolls two levels earlier.
Magical weapon enhancement bonus applies to attack rolls and damage.
Magical armor enhancement bonus applies to AC.
Magical neck enhancement bonus applies to Fortitude, Reflex and Will.
Critical Damage Dice
For simplicity, it is advisable to simply use Critical Damage dice of 1d6 extra damage per 5 levels of the PC (rounded up).
If the PC has a magical weapon / implement with enhancement bonus which is used to make the attack, he may choose to use the bonus granted by the weapon / implement in place of this 1d6 extra damage.
Separating Tier Bonus from Expertise
GMs may opt to use a reduced Expertise of only +1 per 10 levels (rounded up), and add the Magical Item bonus directly to the values.
This will put more emphasis on having enough gold to purchase and upgrade the right gear.
In such a setting, the critical damage dice would be dependent entirely on the weapon / implement used.
=================
Background (for interest only)
Expertise did not originally exist.
There was a Tier bonus of 1 per ten levels (rounded up), and to it was added Magical Enhancement bonus, which ranges from +1 to +6 which covers the available range of magic items from levels 1 to 30.
This became an issue with Magical Enhancement values and how they became a "tax" for players to keep up.
The combination of the two values also made the game less approachable for new players, with more values to add up.
Hence Expertise was created to make it simpler and more approachable.
Edit in Jan 2021 : Expertise at levels 3,13,23 are now 1 lower.
Expertise of various values incorporates, ie already includes, the following magical enhancement values in it.
Levels 1-3 : Expertise 1, Enhancement 0
Levels 4-7 : Expertise 2, Enhancement 1
Levels 8-10 : Expertise 3, Enhancement 2
Levels 11-13 : Expertise 4, Enhancement 2
Levels 14-17 : Expertise 5, Enhancement 3
Levels 18-20 : Expertise 6, Enhancement 4
Levels 21-23 : Expertise 7, Enhancement 4
Levels 24-27 : Expertise 8, Enhancement 5
Levels 28-30 : Expertise 9, Enhancement 6
Where the magical enhancement is equal or lower than the incorporated enhancement, the magical equipment adds no bonus.
Where the magical enhancement is higher than the incorporated enhancement, the equipment adds a bonus equal to the difference between the magical enhancement and the incorporated enhancement.
eg at player Level 6, a weapon +2 or implement +2 adds +1 bonus to attack and damage, +1 being the difference between +2 weapon and the incorporated enhancement of +1. However, at player Level 8, it gives no bonus to attack or damage, since the +2 is already incorporated into Expertise 3. Effectively, getting the +2 item at Level 6 lets the player benefit from Expertise 3 to his attack and damage rolls two levels earlier.
Magical weapon enhancement bonus applies to attack rolls and damage.
Magical armor enhancement bonus applies to AC.
Magical neck enhancement bonus applies to Fortitude, Reflex and Will.
Critical Damage Dice
For simplicity, it is advisable to simply use Critical Damage dice of 1d6 extra damage per 5 levels of the PC (rounded up).
If the PC has a magical weapon / implement with enhancement bonus which is used to make the attack, he may choose to use the bonus granted by the weapon / implement in place of this 1d6 extra damage.
Separating Tier Bonus from Expertise
GMs may opt to use a reduced Expertise of only +1 per 10 levels (rounded up), and add the Magical Item bonus directly to the values.
This will put more emphasis on having enough gold to purchase and upgrade the right gear.
In such a setting, the critical damage dice would be dependent entirely on the weapon / implement used.
=================
Background (for interest only)
Expertise did not originally exist.
There was a Tier bonus of 1 per ten levels (rounded up), and to it was added Magical Enhancement bonus, which ranges from +1 to +6 which covers the available range of magic items from levels 1 to 30.
This became an issue with Magical Enhancement values and how they became a "tax" for players to keep up.
The combination of the two values also made the game less approachable for new players, with more values to add up.
Hence Expertise was created to make it simpler and more approachable.