Continuing the theme of my last post on adding THAC0 to the next version of game material; I wanted to expand a bit and add just a touch of the old school feel to the matrixes. So I give you three different attack matrixes to use, divided by class. The advancement increment remains the same, however the rate of advancement changes. Additionally, for those classes that have both abilities (Paladin, Bard) they are given two different progression rates based on the whether or not the attack is magical or physical. It’s worth noting that some classes (like the cleric) progress at the same rate in both physical and magical attacks and thus only one progression rate on the matrix.
Again the intention of these is to bring back a little more of that OS flavor to the game. Yes this means in some cases I need to keep track of more than one number, I’m okay with that. To me these tables spice things up a little because they provide a break from the uniformity of the mechanics that has become a part of design of late. This is not to say that uniform mechanics do not have their place, they most certainly do. But when dealing with a class based game, there needs to be some root mechanics that vary the classes more than just the special effect wrapping on what they can do. Tables like the attack matrixes do that. That inset a varied core to the class that adds to its flavor. So when your laying out your game, season to your taste and enjoy.