Attack bonus variant, solution to multiple problems

eriktheguy

First Post
1: Stop adding ability score bonuses to attack rolls.
2: Replace the normal +1/2 per level bonus to attacks with a bonus from a chart of pre-generated numbers.

I submitted a version of this rule earlier that involved messing around with defenses. I decided to ditch the defenses rework because of its complexity and low payoff. Simply changing the attack rolls is extremely easy (only 2 rules) and offers all the benefits of customization.

Benefits:
Ability scores can be used to describe your characters. You can pick ability scores to be better at certain skills. You are no longer required to have an 18 to your primary attribute to have a playable character. You can choose sub-optimal race/class combos. You can use many types of weapons and attacks (ex. a high strength fighter using a bow, a low Dex dwarf using a rifle, a wizard using an axe).
Your ability scores are still important. Primary ability scores still add to damage, a low dex fighter will still deal less damage with a ranged basic attack from a bow.

Here is the full attachment:View attachment Attack bonus variant.pdf
 

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Interesting, I like it.

It's something I would consider for another campaign, especially with my players who don't care to min/max and prefer interesting/unique builds that are more story driven over power gaming. This would allow them to focus on those kinds of things more without feeling like they are hindering the group.

The math seems pretty straight forward, but I'm not a math/balance guy so I can't speak to that aspect of it.
 

If I do use a variant of this style, I think I'll go slightly further. Adding in the Enhancement bonuses (ie. going away from the standard "you are level X, it's time you upgraded your weapon") it's very close to 3+level.

Which would suit my group far better than a table would.
 

If I do use a variant of this style, I think I'll go slightly further. Adding in the Enhancement bonuses (ie. going away from the standard "you are level X, it's time you upgraded your weapon") it's very close to 3+level.

Which would suit my group far better than a table would.

I would say 3+level is close enough if you aren't uber concerned about point-for-point balance. Taking away enhancement bonuses gives the player's another advantage: they no longer are penalized for the weapon they use. A player no longer gets -2 to hit because their sword is +4 while their bow is only +2.
 

Have you started using this yet Erik? I know it's only been a few days since your post, but I was curious - thought maybe you posted it as you were just about to implement it.

What do your players think of the idea? (or the implementation if you have used it now).
 


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