Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Ability Scores 2.0
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Einlanzer0" data-source="post: 6869529" data-attributes="member: 6788934"><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Crit threat range is now affected by Dexterity. You apply half of your dex bonus, rounded down, to increase your threat range. I.e. a +2 dex means you have a crit threshold of 19. +4 dex means 18. This stacks with the Champion's increased threat range. Note that this applies to all types of attacks, since even heavier weapons and spell channeling benefit from higher dexterity. Conversely, light weapons still benefit from higher strength, so they will use str for damage rolls instead of dex as in 3rd edition. In effect, this makes Str + Dex (and Tha + Dex) builds a more legitimate choice than they are currently, without overshadowing other options.</span></span></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Initiative and unarmored AC have been moved to Agility, along with with Acrobatics and Stealth. Dex is overloaded in core 5e, and this separation makes conceptual sense since Agility and Dexterity actually have very little to do with each other. An animal may have very high agility but poor dexterity, while a paraplegic may have high dexterity but poor agility. </span></span></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Knowledge skills have been refined. Culture now includes all general knowledge skills (history, religion, etc). Arcana has been moved to Thaumaturgy. Medicine has moved from Wis to Int, and Mechanics is a new knowledge category for Int. Non spellcasters can train in Arcana, but they do not use an ability modifier for it. Arcana is only used to directly detect or interact with magic. General knowledge surrounding magic falls under the Culture skill.</span></span></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Perception is no longer a skill. It's always passive, and is simply 10+wis mod, but it's often also modified by race/species. Active perception checks have been rolled into either Investigation (Int) or Focus (Con). Wisdom remains an important stat for its role in perception checks, particularly to avoid being surprised or ambushed. Spotting or listening may just be a passive perception check, or it might also involve a focus check, depending on the difficulty. </span></span></span><span style="color: #000000"><span style="font-family: 'Tahoma'">If Sanity is used, this becomes an expansion for Wisdom. </span></span><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'"> </span></span></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Nurturing is generalized skill that I'm still trying to flesh out, but I'm imagining it as a combination of Animal Handling, general support, and long-term caregiving. Note that knowledge of Medicine has moved to Int, so Int will (appropriately, IMO) play the bigger role in treatment of injury and disease. </span></span></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Tactical Points replace Hero Points, but use the effect of Inspiration in the core rules. All characters have 2 + int modifier max TP. They are used to gain advantage or eliminate disadvantage on any d20 roll. Max TP can be permanently sacrificed to permanently gain a +2 to any skill (1 point for 1 skill). They recover at 1/2 on long rest, like HD do. This is a significant mechanical expansion for Int into the realm of combat, since Int is widely regarded as the biggest dump stat in 5e. </span></span></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Inspiration remains, but it uses the effect of Hero Points and Bardic Inspiration, while the original effect of Inspiration is given to TP. It grants an additional d6 to any die roll. When Inspiration is awarded by the DM, all of the recipient's allies can make a d20 roll using the recipient's Charisma modifier. If they pass DC 15, they also become inspired. Inspiration is still binary - you either have it or you don't. No stacking. Inspiration is a mechanical expansion to Charisma into the realm of combat so it competes better with other stats.</span></span></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">I'll probably leave Honor as it is in the DMG. It'll just be an extra stat that may or may not see use depending on the campaign setting. I've added a spot for it by alignment on the character sheet. If I ever play an Eastern style campaign I might try to refine it. </span></span></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">I'm heavily modifying Sanity. I think it should be a resource based on Wisdom rather than its own ability score. Currently, I'm thinking 10 + wisdom modifier + proficiency bonus for Sanity Points. Sanity damage doesn't scale the same way HP does - most sanity damage will be in the range of 1d4 to 1d8 regardless of level. You normally defend against Sanity loss using the Composure skill, but other options are possible (such as making a Cha save). Anytime you lose any sanity, you take a short term madness. If you reach 0 sanity, you take a long term madness. If you take sanity damage while at 0 sanity, you acquire an indefinite madness. I use the slow natural healing rules (HD is only recovered at 1 + con mod on long rest), so I have sanity recovering at a rate of 1 + wisdom mod per long rest (minimum of 1). This needs a lot of playtesting and will probably need refinement. Consult the DMG for rules on madness. My current version of Sanity is balanced around the assumption of it seeing only situational usage. Depending on how liberally Sanity attacks are used, Wisdom could become disproportionately important as an ability score and these rules will need modification. </span></span></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">Renown and Piety, if used, work just like in the DMG except your rank is modified by your Charisma score.</span></span></span><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'"></span></span></span></p><p><span style="font-family: 'arial'"><span style="color: #000000"><span style="font-family: 'Tahoma'">That's all!</span></span></span></p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 6869529, member: 6788934"] [FONT=arial][COLOR=#000000][FONT=Tahoma]Crit threat range is now affected by Dexterity. You apply half of your dex bonus, rounded down, to increase your threat range. I.e. a +2 dex means you have a crit threshold of 19. +4 dex means 18. This stacks with the Champion's increased threat range. Note that this applies to all types of attacks, since even heavier weapons and spell channeling benefit from higher dexterity. Conversely, light weapons still benefit from higher strength, so they will use str for damage rolls instead of dex as in 3rd edition. In effect, this makes Str + Dex (and Tha + Dex) builds a more legitimate choice than they are currently, without overshadowing other options.[/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]Initiative and unarmored AC have been moved to Agility, along with with Acrobatics and Stealth. Dex is overloaded in core 5e, and this separation makes conceptual sense since Agility and Dexterity actually have very little to do with each other. An animal may have very high agility but poor dexterity, while a paraplegic may have high dexterity but poor agility. [/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]Knowledge skills have been refined. Culture now includes all general knowledge skills (history, religion, etc). Arcana has been moved to Thaumaturgy. Medicine has moved from Wis to Int, and Mechanics is a new knowledge category for Int. Non spellcasters can train in Arcana, but they do not use an ability modifier for it. Arcana is only used to directly detect or interact with magic. General knowledge surrounding magic falls under the Culture skill.[/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]Perception is no longer a skill. It's always passive, and is simply 10+wis mod, but it's often also modified by race/species. Active perception checks have been rolled into either Investigation (Int) or Focus (Con). Wisdom remains an important stat for its role in perception checks, particularly to avoid being surprised or ambushed. Spotting or listening may just be a passive perception check, or it might also involve a focus check, depending on the difficulty. [/FONT][/COLOR][/FONT][COLOR=#000000][FONT=Tahoma]If Sanity is used, this becomes an expansion for Wisdom. [/FONT][/COLOR][FONT=arial][COLOR=#000000][FONT=Tahoma] [/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]Nurturing is generalized skill that I'm still trying to flesh out, but I'm imagining it as a combination of Animal Handling, general support, and long-term caregiving. Note that knowledge of Medicine has moved to Int, so Int will (appropriately, IMO) play the bigger role in treatment of injury and disease. [/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]Tactical Points replace Hero Points, but use the effect of Inspiration in the core rules. All characters have 2 + int modifier max TP. They are used to gain advantage or eliminate disadvantage on any d20 roll. Max TP can be permanently sacrificed to permanently gain a +2 to any skill (1 point for 1 skill). They recover at 1/2 on long rest, like HD do. This is a significant mechanical expansion for Int into the realm of combat, since Int is widely regarded as the biggest dump stat in 5e. [/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]Inspiration remains, but it uses the effect of Hero Points and Bardic Inspiration, while the original effect of Inspiration is given to TP. It grants an additional d6 to any die roll. When Inspiration is awarded by the DM, all of the recipient's allies can make a d20 roll using the recipient's Charisma modifier. If they pass DC 15, they also become inspired. Inspiration is still binary - you either have it or you don't. No stacking. Inspiration is a mechanical expansion to Charisma into the realm of combat so it competes better with other stats.[/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]I'll probably leave Honor as it is in the DMG. It'll just be an extra stat that may or may not see use depending on the campaign setting. I've added a spot for it by alignment on the character sheet. If I ever play an Eastern style campaign I might try to refine it. I'm heavily modifying Sanity. I think it should be a resource based on Wisdom rather than its own ability score. Currently, I'm thinking 10 + wisdom modifier + proficiency bonus for Sanity Points. Sanity damage doesn't scale the same way HP does - most sanity damage will be in the range of 1d4 to 1d8 regardless of level. You normally defend against Sanity loss using the Composure skill, but other options are possible (such as making a Cha save). Anytime you lose any sanity, you take a short term madness. If you reach 0 sanity, you take a long term madness. If you take sanity damage while at 0 sanity, you acquire an indefinite madness. I use the slow natural healing rules (HD is only recovered at 1 + con mod on long rest), so I have sanity recovering at a rate of 1 + wisdom mod per long rest (minimum of 1). This needs a lot of playtesting and will probably need refinement. Consult the DMG for rules on madness. My current version of Sanity is balanced around the assumption of it seeing only situational usage. Depending on how liberally Sanity attacks are used, Wisdom could become disproportionately important as an ability score and these rules will need modification. [/FONT][/COLOR] [COLOR=#000000][FONT=Tahoma]Renown and Piety, if used, work just like in the DMG except your rank is modified by your Charisma score.[/FONT][/COLOR][/FONT][FONT=arial][COLOR=#000000][FONT=Tahoma] [/FONT][/COLOR][/FONT] [FONT=arial][COLOR=#000000][FONT=Tahoma]That's all![/FONT][/COLOR][/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Ability Scores 2.0
Top