As some people are aware, I've been working on a module for the Adventure Building Challenge. It's specifically focused on strength based characters with full BAB classes -- aka fighters, barbarians, paladins, and rangers. It takes you from level 1 to 6 in about 90-120 minutes so you'd think it would be pretty easy to balance given that characters are still pretty simple and everyone is the same archetype (medium/heavy armor with high HP, high AB, and high damage per hit).
Sadly, no.
There are two major problems I'm having. The first is feats and the second are small PCs.
Feat-wise, there is a massive difference between a level 4 fighter who's taken Weapon Focus, Power Attack, Cleave, Toughness, and Weapon Specialization compared to a level 4 fighter with Luck of Heroes, Knockdown, Blind Fight, Dodge, and Mobility. Or between a level 3 Barbarian with Power Attack and Cleave compared to Heavy Armor Proficiency and Toughness.
What do people think is fair to tune around for a low level warrior type, feat-wise?
Small PCs are another huge problem. I developed a system to give an appropriate amount of damage to a weapon based on its size. As an example...
Dagger: 1
Short Sword: 2
Longsword: 1d4 (2.5)
Bastard Sword: 3
Greatsword: 1d6 (3.5)
Or a more powerful enchant...
Dagger: 1d4 (2.5)
Short Sword: 1d6 (3.5)
Longsword: 1d8 (4.5)
Bastard Sword: 1d10 (5.5)
Greatsword: 1d12 (6.5)
This means a 2H weapon actually deals the damage a 2H should, there's a reason to use exotic weapons if you can spare the feats, a human fighter has a definite reason to use a longsword over a short sword, etc. There are a lot of advantages to this system that I really like.
Then small PCs come in and screw it all up.
They get 1 more AB from being small so that counteracts the 1 AB loss from 1 less strength modifier and their small size AC bonus is typically cancelled out by not being able to use tower shields...but they have to use smaller weapons.
For comparison's sake, let's look at a human with a longsword versus halfling with a shortsword, assume 6 strength modifier for human, and both the weak and medium enchant from the above.
Human
1d8 (longsword) + 6 (strength) + 1d4 (weak) + 1d8 (medium) = 4.5 + 6 + 2.5 + 4.5 = 17.5 damage per hit
Halfling
1d6 (longsword) + 5 (strength) + 2 (weak) + 1d6 (medium) = 3.5 + 5 + 2 + 3.5 = 14 damage per hit.
So that's an extra 25% damage from the human on top of an extra feat.
This has made it rather difficult to try to tune things, especially when the human can pick up a bastard sword and do 20 damage per hit (43% more damage).
Even if the Halfling goes Longsword as a 2H that's (1d8 + 7 + 1d4 + 1d8) = 18.5 damage per hit compared to a greatsword human of (2d6 + 9 + 1d6 + 1d12) = 26 damage or a 40% bonus for the human...though the halfling grabbing a bastard sword could shrink that to a 24% difference.
So I'm left in a quandary. If I make it very challenging but doable for the halfling it's often easy for the human simply because he's killing enemies a lot faster -- and this is doubly beneficial with (Great) Cleave since the bonus attack means more. But if I make it even reasonably challenging for the human it may be exceeding difficult or even impossible for the halfling.
So should I just tune things for medium size creatures and too bad for the gnomes/halflings, if they want to try a warrior mod then that's their call but it'll be much harder than intended? Obviously they don't have these massive disadvantages for a rogue or spellcaster oriented module.





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