Einlanzer0
Adventurer
View attachment CharacterSheet.pdf - Character Sheet for anyone interested in playtesting. Feedback welcome.
This revision is not designed to make the game more complex, it's instead designed to streamline and clarify some of the categorical buckets we have, and also to mechanically rebalance ability scores relative to one another. Every stat should be attractive to every character, which makes character building more fun and the resulting characters more diverse. The biggest change is the addition of two new attributes - Agility (separated from Dex) and Thaumaturgy (new spellcasting stat for all spellcasters).
The list of skills has been slightly revised, but otherwise they work as in the normal rules. Most of the other changes are related to optional mechanics found in the DMG. I'll go into more detail about the new and modified mechanics below.
The first three (Str, Dex, Tha) can be considered primary stats since they govern attack and damage rolls for all characters. The next 5 (Agi, Con, Int, Wis, Cha) can be considered beefed-up ancillary stats. Associated skills are listed first, followed by other mechanics, then by types of checks made with the stat.
Note that I will be releasing an updated character sheet reflecting these changes in the near future.
Strength - Physical might
Athletics
attack rolls (standard melee and heavy thrown) and damage rolls (all physical attacks)
Lifting & carrying capacity
resistance to injury
Dexterity - fine motor skills, hand-eye coordination
Legerdemain
attack rolls (light melee and standard ranged)
critical hit threat range
nimble movements and tool usage
Thaumaturgy - channeling magics
Arcana
Attack/Damge rolls (all spells)
Save DCs (all spells)
detecting or interacting with anything magical
Constitution - vigor and health
Endurance
Focus
HP per level
HP on Rest
maintaining concentration
resistance to disease and pain tolerance
Agility - speed, reflexes, and grace
Acrobatics
Stealth
Initiative
AC when not wearing heavy armor
reflex and balance checks
Intellect - reasoning, knowledge, and creativity
Culture (covers world history, culture, religion, and miscellaneous trivia)
Mechanics
Medicine
Investigation
Tactics
solving puzzles and recalling information
prepared spells for Wizards
Wisdom - empathy, patience, judgment, and diligence
Composure
Insight
Nurturing
Survival
Perception
Sanity*
foraging and exploration
clarity checks
prepared spells for Clerics and Druids
Charisma - likability, confidence, and influence
Deception
Intimidation
Performance
Persuasion
Inspiration
Reknown/Piety*
offensive willpower and general communication checks
prepared spells for Paladins
*Indicates optional/setting specific mechanics
This revision is not designed to make the game more complex, it's instead designed to streamline and clarify some of the categorical buckets we have, and also to mechanically rebalance ability scores relative to one another. Every stat should be attractive to every character, which makes character building more fun and the resulting characters more diverse. The biggest change is the addition of two new attributes - Agility (separated from Dex) and Thaumaturgy (new spellcasting stat for all spellcasters).
The list of skills has been slightly revised, but otherwise they work as in the normal rules. Most of the other changes are related to optional mechanics found in the DMG. I'll go into more detail about the new and modified mechanics below.
The first three (Str, Dex, Tha) can be considered primary stats since they govern attack and damage rolls for all characters. The next 5 (Agi, Con, Int, Wis, Cha) can be considered beefed-up ancillary stats. Associated skills are listed first, followed by other mechanics, then by types of checks made with the stat.
Note that I will be releasing an updated character sheet reflecting these changes in the near future.
Strength - Physical might
Athletics
attack rolls (standard melee and heavy thrown) and damage rolls (all physical attacks)
Lifting & carrying capacity
resistance to injury
Dexterity - fine motor skills, hand-eye coordination
Legerdemain
attack rolls (light melee and standard ranged)
critical hit threat range
nimble movements and tool usage
Thaumaturgy - channeling magics
Arcana
Attack/Damge rolls (all spells)
Save DCs (all spells)
detecting or interacting with anything magical
Constitution - vigor and health
Endurance
Focus
HP per level
HP on Rest
maintaining concentration
resistance to disease and pain tolerance
Agility - speed, reflexes, and grace
Acrobatics
Stealth
Initiative
AC when not wearing heavy armor
reflex and balance checks
Intellect - reasoning, knowledge, and creativity
Culture (covers world history, culture, religion, and miscellaneous trivia)
Mechanics
Medicine
Investigation
Tactics
solving puzzles and recalling information
prepared spells for Wizards
Wisdom - empathy, patience, judgment, and diligence
Composure
Insight
Nurturing
Survival
Perception
Sanity*
foraging and exploration
clarity checks
prepared spells for Clerics and Druids
Charisma - likability, confidence, and influence
Deception
Intimidation
Performance
Persuasion
Inspiration
Reknown/Piety*
offensive willpower and general communication checks
prepared spells for Paladins
*Indicates optional/setting specific mechanics
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