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Here's a slightly different take, adding in the Magic Defense idea.
7 Ability Scores
Resilience (Con)
Accuracy (Dex)
Power (Str)
Defense
Spell Accuracy (Int)
Spell Power (Cha)
Spell Defense (Wis)
Constitution
Constitution / Resilience is unchanged.
Weapon Attacks
Weapon attacks all use Dex/Accuracy:
--- Attack bonus = Prof + Acc (Dex)
Weapon damage always uses Str/Power:
--- Damage bonus = + Pow (Str)
Weapon Defense/Armor Class
AC uses new Defense modifier: 10 + Def
Armor changes this calculation as normal, but using Defense instead of Dexterity and Strength.
Magic Attacks
Spell attacks all use Intelligence:
--- Spell attack bonus = Prof + Int
Spell damage always uses Charisma:
---Spell damage = (spell level + 2 * Cha [up to spell level]) * dX
Magic Defense
Saving throws against spells are no more. Instead, all spells use spell attack rolls against the opponent's Magic Armor Class.
Magic Armor Class, M-AC, uses Spell Defense (Wisdom) modifier: 10 + SpDef (Wis)
Armor can have an M-AC calculation, too.
Spell Damage Dice
When you cast a spell of 1st level or higher, roll a number of damage dice equals to the spell's level. You may also roll additional damage dice equal to twice your Charisma modifier, up to the spell's level. When you cast the spell with a higher level spell slot, roll an addition damage die for each level higher.
Modifying Spell Damage
Each spell is assigned a damage die size, dX, rather than a fixed number of dice to roll, as follows:
--- Single target, no damage on save: d10
--- AoE/Multitarget, no damage on save: d8
--- If the spell imposes a condition, decrease the die size by one step.
--- If the spell gives half damage on a save, decrease the die size by one step.
--- If the spell gives recurring damage with concentration, decrease the die size by one step.
--- Leave Magic Missile as-is.
Consequences
All martials need Dex and Str. All spellcasters need Int and Cha. Everyone needs Con and Wis.
--------------
Armor
Padded: 11 + Def (Dis)
Leather: 11 + Def
Studded Leather: 12 + Def
Hide: 12 + Def (max 2)
Chain Shirt: 13 + Def (max 2)
Scale Mail: 14 + Def (max 2) (Dis)
Breastplate: 14 + Def (max 2)
Half Plate: 15 + Def (max 2) (Dis)
Ring Mail: 14 (Dis)
Chain Mail: 16 (min Def 13) (Dis)
Splint: 17 (min Def 15) (Dis)
Plate: 18 (min Def 15) (Dis)
Magic Armor
Smock: 11 + Wis (Dis)
Tunic: 11 + Wis
Cape: 12 + Wis
Jacket: 12 + Wis (max 2)
Chiton: 13 + Wis (max 2)
Mantle: 14 + Wis (max 2) (Dis)
Frock: 14 + Wis (max 2)
Tabard: 15 + Wis (max 2) (Dis)
Cloak: 14 (Dis)
Surcoat: 16 (min Wis 13) (Dis)
Capote: 17 (min Wis 15) (Dis)
Cassock: 18 (min Wis 15) (Dis)
Here's a slightly different take, adding in the Magic Defense idea.
7 Ability Scores
Resilience (Con)
Accuracy (Dex)
Power (Str)
Defense
Spell Accuracy (Int)
Spell Power (Cha)
Spell Defense (Wis)
Constitution
Constitution / Resilience is unchanged.
Weapon Attacks
Weapon attacks all use Dex/Accuracy:
--- Attack bonus = Prof + Acc (Dex)
Weapon damage always uses Str/Power:
--- Damage bonus = + Pow (Str)
Weapon Defense/Armor Class
AC uses new Defense modifier: 10 + Def
Armor changes this calculation as normal, but using Defense instead of Dexterity and Strength.
Magic Attacks
Spell attacks all use Intelligence:
--- Spell attack bonus = Prof + Int
Spell damage always uses Charisma:
---Spell damage = (spell level + 2 * Cha [up to spell level]) * dX
Magic Defense
Saving throws against spells are no more. Instead, all spells use spell attack rolls against the opponent's Magic Armor Class.
Magic Armor Class, M-AC, uses Spell Defense (Wisdom) modifier: 10 + SpDef (Wis)
Armor can have an M-AC calculation, too.
Spell Damage Dice
When you cast a spell of 1st level or higher, roll a number of damage dice equals to the spell's level. You may also roll additional damage dice equal to twice your Charisma modifier, up to the spell's level. When you cast the spell with a higher level spell slot, roll an addition damage die for each level higher.
Modifying Spell Damage
Each spell is assigned a damage die size, dX, rather than a fixed number of dice to roll, as follows:
--- Single target, no damage on save: d10
--- AoE/Multitarget, no damage on save: d8
--- If the spell imposes a condition, decrease the die size by one step.
--- If the spell gives half damage on a save, decrease the die size by one step.
--- If the spell gives recurring damage with concentration, decrease the die size by one step.
--- Leave Magic Missile as-is.
Consequences
All martials need Dex and Str. All spellcasters need Int and Cha. Everyone needs Con and Wis.
--------------
Armor
Padded: 11 + Def (Dis)
Leather: 11 + Def
Studded Leather: 12 + Def
Hide: 12 + Def (max 2)
Chain Shirt: 13 + Def (max 2)
Scale Mail: 14 + Def (max 2) (Dis)
Breastplate: 14 + Def (max 2)
Half Plate: 15 + Def (max 2) (Dis)
Ring Mail: 14 (Dis)
Chain Mail: 16 (min Def 13) (Dis)
Splint: 17 (min Def 15) (Dis)
Plate: 18 (min Def 15) (Dis)
Magic Armor
Smock: 11 + Wis (Dis)
Tunic: 11 + Wis
Cape: 12 + Wis
Jacket: 12 + Wis (max 2)
Chiton: 13 + Wis (max 2)
Mantle: 14 + Wis (max 2) (Dis)
Frock: 14 + Wis (max 2)
Tabard: 15 + Wis (max 2) (Dis)
Cloak: 14 (Dis)
Surcoat: 16 (min Wis 13) (Dis)
Capote: 17 (min Wis 15) (Dis)
Cassock: 18 (min Wis 15) (Dis)
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