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<blockquote data-quote="TallIan" data-source="post: 7063187" data-attributes="member: 6853819"><p>I don't HATE them, but they aren't my favourite aspect of 5e. I do miss having a fixed set of numbers that defines the skeleton of the character.</p><p></p><p>I disagree with the premise that all classes end up with a 20 primary, but I see your point, because even if they aren't 20, they are higher than anything else or your character is one those "interesting" characters. But there are options, if you allow feats, that offer something different, both from an optimisation point of view and RP point of view.</p><p></p><p>I don't think that you can just drop them from play, because they are too tied to skill progression (by skill I mean the ability to hit things or blast them with fire, etc - not just the 5e skill list). Your fighter is better at hitting things with swords because his STR is higher than the wizards, not because he is better at hitting things with swords. Both have the same proficiency bonus, so both are equally skilled - the difference comes from their ability modifiers.</p><p></p><p>Personally I would make much flatter ability modifier progression (eg+1 every three numbers), probably also starting later (around 13), and a two tier proficiency bonus table. So your fighter is on the higher proficiency table for fighting, while the wizard is on the lower one. But the wizard gets the higher track for casting and some skills.</p><p></p><p>Changing your typical total modifier from (Prof + Ab MOD) to (Prof. + ab MOD if you are really lucky).</p></blockquote><p></p>
[QUOTE="TallIan, post: 7063187, member: 6853819"] I don't HATE them, but they aren't my favourite aspect of 5e. I do miss having a fixed set of numbers that defines the skeleton of the character. I disagree with the premise that all classes end up with a 20 primary, but I see your point, because even if they aren't 20, they are higher than anything else or your character is one those "interesting" characters. But there are options, if you allow feats, that offer something different, both from an optimisation point of view and RP point of view. I don't think that you can just drop them from play, because they are too tied to skill progression (by skill I mean the ability to hit things or blast them with fire, etc - not just the 5e skill list). Your fighter is better at hitting things with swords because his STR is higher than the wizards, not because he is better at hitting things with swords. Both have the same proficiency bonus, so both are equally skilled - the difference comes from their ability modifiers. Personally I would make much flatter ability modifier progression (eg+1 every three numbers), probably also starting later (around 13), and a two tier proficiency bonus table. So your fighter is on the higher proficiency table for fighting, while the wizard is on the lower one. But the wizard gets the higher track for casting and some skills. Changing your typical total modifier from (Prof + Ab MOD) to (Prof. + ab MOD if you are really lucky). [/QUOTE]
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