Einlanzer0
Adventurer
It's no secret that the ability scores aren't very well balanced in 5e, just as they weren't in previous editions. I dislike this as a general rule, because it makes character building less interesting and the resulting characters less diverse. I came up with some simple houserules to rebalance utilizing existing mechanics. I am strongly considering making spellcasting its own stat so that the mental scores can all be beefed up a little bit, but I want to playtest without doing that first.
1. Initiative is moved from Dex to Wis. Conceptually, wisdom is more like awareness. The attribute is actually thematically cohesive for the most part, it is just poorly named to reflect what it does (I think it should be renamed, but it's a losing battle so it's not worth the effort). This change is a nerf for Dex and a buff for Wis which I think is both thematically and mechanically appropriate.
2. Inspiration is modified to work more like Hero Points and Bardic inspiration and is now tied to Charisma. Inspiration now grants a 1d6 bonus to any die roll instead of advantage. Inspiration is still awarded by the DM, but when it is, it applies to the player and a number of allies equal to their charisma modifier. So, when Bob the Cleric, with a charisma of 18, becomes inspired, he also inspires 4 of his allies at the same time. Inspiration still doesn't stack, so it's usually best to use it as quickly as possible.
3. Hero Points are modified to work more like the original Inspiration and is now tied to Int. They are now called TP (Tactical Points). TP can grant advantage or negate disadvantage on any die roll. Your max TP is equal to your Int modifier + 2. 1/2 of TP is restored on a long rest, just like HD. You can also permanently sacrifice TP to permanently increase your proficiency with any skill by +1 (on a 1 TP for 1 skill basis).
1. Initiative is moved from Dex to Wis. Conceptually, wisdom is more like awareness. The attribute is actually thematically cohesive for the most part, it is just poorly named to reflect what it does (I think it should be renamed, but it's a losing battle so it's not worth the effort). This change is a nerf for Dex and a buff for Wis which I think is both thematically and mechanically appropriate.
2. Inspiration is modified to work more like Hero Points and Bardic inspiration and is now tied to Charisma. Inspiration now grants a 1d6 bonus to any die roll instead of advantage. Inspiration is still awarded by the DM, but when it is, it applies to the player and a number of allies equal to their charisma modifier. So, when Bob the Cleric, with a charisma of 18, becomes inspired, he also inspires 4 of his allies at the same time. Inspiration still doesn't stack, so it's usually best to use it as quickly as possible.
3. Hero Points are modified to work more like the original Inspiration and is now tied to Int. They are now called TP (Tactical Points). TP can grant advantage or negate disadvantage on any die roll. Your max TP is equal to your Int modifier + 2. 1/2 of TP is restored on a long rest, just like HD. You can also permanently sacrifice TP to permanently increase your proficiency with any skill by +1 (on a 1 TP for 1 skill basis).
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