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?
Ability Scores
Dex -> Accuracy
Str -> Power
Con -> Resilience
Int -> Spell Accuracy
Cha -> Spell Power
Wis -> Spell Resilience
Weapon Attacks
Weapon attacks all use Dex/Accuracy:
--- Attack bonus = Prof + Dex
Weapon damage always uses Str/Power:
--- Damage bonus = + Str
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 always use your Wisdom modifier.
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.
--- Leave Magic Missile as-is.
Consequences
All martials need Dex and Str. All spellcasters need Int and Cha. Everyone needs Con and Wis.
-------------------------------------
[Edit: Moved from top.]
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
[Added to improve/clarify spell damage calculation.]
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
[Edited to clarify. Formerly "Spell saves always use your Wisdom modifier."]
Saving throws against spells always use your Wisdom modifier.
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?
Ability Scores
Dex -> Accuracy
Str -> Power
Con -> Resilience
Int -> Spell Accuracy
Cha -> Spell Power
Wis -> Spell Resilience
Weapon Attacks
Weapon attacks all use Dex/Accuracy:
--- Attack bonus = Prof + Dex
Weapon damage always uses Str/Power:
--- Damage bonus = + Str
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 always use your Wisdom modifier.
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.
--- Leave Magic Missile as-is.
Consequences
All martials need Dex and Str. All spellcasters need Int and Cha. Everyone needs Con and Wis.
-------------------------------------
[Edit: Moved from top.]
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
[Added to improve/clarify spell damage calculation.]
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
[Edited to clarify. Formerly "Spell saves always use your Wisdom modifier."]
Saving throws against spells always use your Wisdom modifier.
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