Using straight ability modifiers. +4 not 18 etc.
You dont get any + hit at all when leveling up (except if there are class features or +3 weapon / advanced implement)
- So increased stats only increase damage etc.
- Item bonus give only damage
- There are no feat bonus to hit
We could simplify this even further if you want. Not fully worked out in my mind, but something like:
Your ability score, weapon/implement (and whether it's magic), etc. etc. etc. are all irrelevant for attack bonus purposes.
Your attack bonus vs. AC = character level +5
vs. NACD = character level +3
If you are a fighter or rogue(*), you gain an additional +1 on attacks with weapons.
(*) These are party of those specific class's identities, but if you want, could easily drop this. Or, could extend it to say it's per Role, or maybe differentiate it so some roles get +1 vs. AC, others +1 vs. NACD, etc.
When you deal several types of damage at the same time only highest weakness of enemy counts no stacking.
On that note. I'd like to get rid of fluffy bunny damage altogether, but it is part of the game and sometimes really evocative (fire/necrotic! lightning/cold!) So maybe something like "if you (PC or monster) would deal more than two types of damage with an attack, pick two; ignore the others."
Most bonuses will get a type.
ALL bonuses get a type. It's the only way to kill this problem dead.
Feats grant a feat bonus.
- The bonuses from expertise feats are however baked into the weapon types / implement types directly.
I'm not convinced the expertise feats are even needed. If you can't scrounge up a +3 attack by level 30 from various temporary buffs and party synergy, you're in the wrong game.
- In additional for all monsters average and crit damage are written down for attacks. (In case DMs dont want to roll damage and to know what crit damage is).
I have played this way for years. Drastically speeds play.
I keep threatening to make the players do the same. I do already have a house rule: "If you crit, and you cannot tell me within seconds you BASE crit damage (i.e, before rolling the +XdY weapon crit dice), it's not a crit and I take your average damage instead."
- Getting rid of small things taking time which is unneded
- Brutal is changed to no rerolls but things below x (with bigger number) get to X instead
Yes. Rolling dice is the most time consuming physical action at the table, so eliminate it when it does something dumb like +X damage and just give out +X damage.
(potentially would need more testing): Initiative goes in turn order around table
Already my house rule for years. Works fine.