For something general like attacks +5 should be the maximum. For more specific things like skills or favored enemies the range could be larger.
However, the commoner is likely to have a penalty on some of the things adventurers attempt, due to e.g. non-proficiency or poorly suited ability...
I think your "core" (not the core game) should be no increases, and these should be moved to the other tiers. That's because the lowest tier should be characters that operate within human limits only - i.e. abilities up to 18. Otherwise it seems like a very good idea.
Are you asking for the maximum I would use or what the cap in the DMG should be?
For the former probably +1 or +2 if I use them. For the latter there should be no cap.
I would actually prefer the lazy caterer's sequence for the levels you get a new HD:
1, 2, 4, 7, 11, 16,...
Fast increases in the beginning that slow down nicely. Unfortunately, reasonable multi-classing would probably be a chore. :(
Shouldn't they just derive more benefits from them? For example, monk adds both Dex and Wis to AC so he gets the same AC bonus with two 14s as a rogue with one 18. Two 14s cost less in point buy and are likelier when rolled.
(Yeah, the rest of the monk doesn't work that way, but should it?)
No need to cap them if you don't put in any default level-based increases. Have ability increases be a tier/campaign choice: when you move to epic or wuxia or superhero tier you can add X points to your abilities.
I think I misunderstood the scenario. If the damage happened before the encounter, of course I wouldn't play through the earlier encounter the monster had, just decide how many hit points it's lacking. I thought the NPCs were a part of the encounter, so the PCs could interact with them - rally...
The fact that they are spells doesn't mean you can't write them out in the monster entry. That 4e listed everything in the monster entry was a good thing. That they didn't reuse spells and abilities players already learned was a bad thing. Reuse and easy reference aren't incompatible.
No caps. Just tell the DMs +X items are possible but not necessary and tell them how they affect balance if used. For example, you can add +X/Y to encounter levels if your party has +X average on weapons and armor.
Firstly, I agree that dragons have never been done perfectly, but that some earlier versions are better than the (core) 4e dragons.
With regards to spellcasting, I think most dragons should have certain spells at-will instead of using a spell system like Vancian or sorcerer. Some old dragons...
I'd make it work whenever, as long as you have faith. If there's a class for worshipers of quantum physics, I suppose they could also turn, but it wouldn't be available in most settings I use.
Spells are already for channeling the power of your deity. If turning works like that it should be a...
I could pay an up front cost for any kind of good tool, especially if the payment was for a value added when buying a book or boxed set. I am unlikely to pay for a digital tool subscription, regardless of the tool. Again, a tool as a value added to a subscription for APs or setting books would...
No, it's about whether the importance of Con should stay the same at every level or change in some way. You can have the effect be constant but small or variable but huge.
The magnitude of the effect is another, though related matter.
IMO it's the other way around: the undead don't care about which god you worship - any kind of faith allows you to turn them. That's the way it works in most fantasy literature where usually a priest and e.g. a wiccan can both use their faith and holy symbols against something like vampires.
I like the proposed idea. It doesn't use a new mechanic like channel attempts, just a basic charisma check, and allows for flavorful results. The only potential problem is if the results are too uncertain to make it worth attempting a turn against a "new" type of undead.
The special 1/2 level +...
Assuming there are any spells or other effects that have a defined duration, there has to be a default duration for rests to balance things on. For example, a 24 hour spell works very differently with 1 hour extended rests than 1 week extended rests.
Those who want to alter pacing can always...
I'd say meet as that's how it's been so far, but consistency is most important.
How about opposed rolls? Should the attacker win ties or the one with the highest modifier, or something else?
Somewhere a lonely mathematician dies every time someone repeats the idea that a smaller bonus makes the die roll more important. :.-(
So any of the following would work:
Fighter has +0 to hit, commoner AC is 5.
Fighter has +5 to hit, commoner AC is 10.
Fighter has -5 to hit, commoner AC is...
OTOH I'm fine with occasional reskinning, but I don't really see the point of printing ten races if you are just going to pick one for the mechanics and decide you are a special kind of elf.