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Rethinking Ability Scores
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<blockquote data-quote="ro" data-source="post: 7301787" data-attributes="member: 6890747"><p>I have three goals in my head:</p><p>1) balance the abilities in importance with each other </p><p>2) make it easier to explain character creation to new players</p><p>3) keep the power level consistent with the game as written</p><p></p><p>My ideas probably don't go very far in addressing any of the above. But to start off, what do you think?</p><p></p><p><strong>Ability Scores</strong></p><p><strong></strong>Dex -> Accuracy</p><p>Str -> Power</p><p>Con -> Resilience</p><p>Int -> Spell Accuracy</p><p>Cha -> Spell Power</p><p>Wis -> Spell Resilience</p><p></p><p><strong>Weapon Attacks</strong></p><p>Weapon attacks all use Dex/Accuracy:</p><p>--- Attack bonus = Prof + Dex</p><p>Weapon damage always uses Str/Power:</p><p>--- Damage bonus = + Str</p><p></p><p><strong>Magic Attacks</strong></p><p>Spell attacks all use Intelligence:</p><p>--- Spell attack bonus = Prof + Int</p><p>Spell damage always uses Charisma:</p><p>---Spell damage = (spell level + 2 * Cha [up to spell level]) * dX</p><p></p><p><strong>Magic Defense</strong></p><p>Saving throws against spells always use your Wisdom modifier.</p><p></p><p><strong>Spell Damage Dice</strong></p><p>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.</p><p></p><p><strong>Modifying Spell Damage</strong></p><p>Each spell is assigned a damage die size, <strong>dX</strong>, rather than a fixed number of dice to roll, as follows:</p><p>--- Single target, no damage on save: d10</p><p>--- AoE/Multitarget, no damage on save: d8</p><p>--- If the spell imposes a condition, decrease the die size by one step.</p><p>--- If the spell gives half damage on a save, decrease the die size by one step.</p><p>--- Leave Magic Missile as-is.</p><p></p><p><strong>Consequences</strong></p><p>All martials need Dex and Str. All spellcasters need Int and Cha. Everyone needs Con and Wis.</p><p></p><p>-------------------------------------</p><p></p><p><em>[Edit: Moved from top.]</em></p><p>Proficiency Bonus is one less:</p><p>1 @ Levels 1-4</p><p>2 @ Levels 5-8</p><p>3 @ Levels 9-12</p><p>4 @ Levels 13-16</p><p>5 @ Levels 17-20</p><p></p><p><em>[Added to improve/clarify spell damage calculation.]</em></p><p>You spells gain extra damage dice according to your Spell Damage Modifier. This modifier is your Charisma modifier up to half your highest spell slot plus your proficiency bonus:</p><p></p><p>Spell Damage Modifier = Prof. + Cha (max spell level/2)</p><p></p><p>The number of damage dice you roll for a spell equals the spell level plus your spell damage modifier.</p><p></p><p>Spell damage = (Level + Cha (max Level/2) + Prof) * dX</p><p></p><p><em>[Edited to clarify. Formerly "Spell saves always use your Wisdom modifier."]</em></p><p>Saving throws against spells always use your Wisdom modifier.</p></blockquote><p></p>
[QUOTE="ro, post: 7301787, member: 6890747"] I have three goals in my head: 1) balance the abilities in importance with each other 2) make it easier to explain character creation to new players 3) keep the power level consistent with the game as written My ideas probably don't go very far in addressing any of the above. But to start off, what do you think? [B]Ability Scores [/B]Dex -> Accuracy Str -> Power Con -> Resilience Int -> Spell Accuracy Cha -> Spell Power Wis -> Spell Resilience [B]Weapon Attacks[/B] Weapon attacks all use Dex/Accuracy: --- Attack bonus = Prof + Dex Weapon damage always uses Str/Power: --- Damage bonus = + Str [B]Magic Attacks[/B] 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 [B]Magic Defense[/B] Saving throws against spells always use your Wisdom modifier. [B]Spell Damage Dice[/B] 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. [B]Modifying Spell Damage[/B] Each spell is assigned a damage die size, [B]dX[/B], 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. --- Leave Magic Missile as-is. [B]Consequences[/B] All martials need Dex and Str. All spellcasters need Int and Cha. Everyone needs Con and Wis. ------------------------------------- [I][Edit: Moved from top.][/I] Proficiency Bonus is one less: 1 @ Levels 1-4 2 @ Levels 5-8 3 @ Levels 9-12 4 @ Levels 13-16 5 @ Levels 17-20 [I][Added to improve/clarify spell damage calculation.][/I] You spells gain extra damage dice according to your Spell Damage Modifier. This modifier is your Charisma modifier up to half your highest spell slot plus your proficiency bonus: Spell Damage Modifier = Prof. + Cha (max spell level/2) The number of damage dice you roll for a spell equals the spell level plus your spell damage modifier. Spell damage = (Level + Cha (max Level/2) + Prof) * dX [I][Edited to clarify. Formerly "Spell saves always use your Wisdom modifier."][/I] Saving throws against spells always use your Wisdom modifier. [/QUOTE]
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