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Dexterity too good?
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<blockquote data-quote="NotAYakk" data-source="post: 9044274" data-attributes="member: 72555"><p><strong>Brawn</strong>: (All of str+con, except only adds to HP on EVEN levels)</p><p><strong>Dexterity</strong>: (As-is)</p><p><strong>Intelligence</strong>: (As-is)</p><p><strong>Wisdom</strong>: (As-is)</p><p><strong>Charisma</strong>: (As-is)</p><p><strong>Fate:</strong> (Adds to HP on ODD levels, Death saves, Prof times/LR can replace a failed d20 test with a Fate test of the same kind)</p><p></p><p><strong>HP:</strong> L0 gives a d8 (or d6 if small) HD (plus Con bonus).</p><p>L1 gives a NORMAL HP (for class) (plus Fate bonus).</p><p></p><p><strong>Contacts:</strong> (Prof+Cha bonus) people you can probably trust.</p><p><strong>Monster Knowledge: </strong>Intelligence(Skill) check at start of combat, DC is (8+Prof+Wisdom bonus) of monster. Grants a reroll token against monster if successful, plus hints from DM.</p><p></p><p><strong>Shields </strong>if you are wielding it and are proficient permit using Str instead of Dex to calculate AC.</p><p></p><p><strong>GWF</strong> changes from "reroll a 1 or a 2" to "treat odd damage weapon damage dice as the max value on the die when hitting with versatile or 2 handed weapon with 2 hands". Works out to +3 damage on 1d12 or 2d6, +2.5 on 1d10, +2 on 1d8. (no longer worse than dueling).</p><p></p><p><strong>Saves </strong>classes with either <strong>Str </strong>or <strong>Con </strong>get Brawn saves. If they have both, they gain <strong>Fate </strong>save proficiency.</p><p></p><p><strong>Mage Armor </strong>lets you use the slot level in place of your Dex bonus (max +5).</p><p></p><p><strong>Shield</strong> spell acts as if you had a shield (but not wielding it) that grants +5 AC (ie, does not stack with shields).</p><p></p><p>...</p><p></p><p>This gives every stat mechanical benefits for every class. I left Wisdom alone as it already gives Perception and Insight, the two most common checks in my experience.</p><p></p><p>Brawn vs Fate is an interesting choice for spellcasters. A bit of both ain't bad either (12/12) as it is cheaper in point-buy.</p><p></p><p>Mage Armor change soft-nerfs Dex (as 12 dex doesn't give a spellcaster +1 AC with mage armor up, and 14 only gives +1).</p><p></p><p>Contacts and Monster Knowledge give a "passive" benefit to those two stats. The reroll token (an attack made by them, an attack made on them, a save they make) is a nice benny. And being able to invent Contacts is a reasonably powerful thing, and feels better (as a player) when you have a mechanical hook to ask the DM for a Contact than just asking flat-out.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9044274, member: 72555"] [B]Brawn[/B]: (All of str+con, except only adds to HP on EVEN levels) [B]Dexterity[/B]: (As-is) [B]Intelligence[/B]: (As-is) [B]Wisdom[/B]: (As-is) [B]Charisma[/B]: (As-is) [B]Fate:[/B] (Adds to HP on ODD levels, Death saves, Prof times/LR can replace a failed d20 test with a Fate test of the same kind) [B]HP:[/B] L0 gives a d8 (or d6 if small) HD (plus Con bonus). L1 gives a NORMAL HP (for class) (plus Fate bonus). [B]Contacts:[/B] (Prof+Cha bonus) people you can probably trust. [B]Monster Knowledge: [/B]Intelligence(Skill) check at start of combat, DC is (8+Prof+Wisdom bonus) of monster. Grants a reroll token against monster if successful, plus hints from DM. [B]Shields [/B]if you are wielding it and are proficient permit using Str instead of Dex to calculate AC. [B]GWF[/B] changes from "reroll a 1 or a 2" to "treat odd damage weapon damage dice as the max value on the die when hitting with versatile or 2 handed weapon with 2 hands". Works out to +3 damage on 1d12 or 2d6, +2.5 on 1d10, +2 on 1d8. (no longer worse than dueling). [B]Saves [/B]classes with either [B]Str [/B]or [B]Con [/B]get Brawn saves. If they have both, they gain [B]Fate [/B]save proficiency. [B]Mage Armor [/B]lets you use the slot level in place of your Dex bonus (max +5). [B]Shield[/B] spell acts as if you had a shield (but not wielding it) that grants +5 AC (ie, does not stack with shields). ... This gives every stat mechanical benefits for every class. I left Wisdom alone as it already gives Perception and Insight, the two most common checks in my experience. Brawn vs Fate is an interesting choice for spellcasters. A bit of both ain't bad either (12/12) as it is cheaper in point-buy. Mage Armor change soft-nerfs Dex (as 12 dex doesn't give a spellcaster +1 AC with mage armor up, and 14 only gives +1). Contacts and Monster Knowledge give a "passive" benefit to those two stats. The reroll token (an attack made by them, an attack made on them, a save they make) is a nice benny. And being able to invent Contacts is a reasonably powerful thing, and feels better (as a player) when you have a mechanical hook to ask the DM for a Contact than just asking flat-out. [/QUOTE]
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