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Ability Scores 2.0
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<blockquote data-quote="Blue" data-source="post: 6873061" data-attributes="member: 20564"><p>As much as I don't like half a mod, on further reflection 15-20 crit (base 20 + 5 dex) range is too much. Champion makes it 19-20 and then high level 18-20 and that's considered viable is a bit underpowered for a whole subclass. Here anyone can get it, including classes like barb who can generate Advantage regularly. Hmm, each attack would have 51% chance of being a crit with advantage. That's crazy for a barbarian with extra attacks, that's even more crazy for a rogue which can double sneak attack damage.</p><p></p><p>Crit range is too powerful to do this with.</p><p></p><p>And that's before adding you tactics points to give advantage more often.</p><p></p><p></p><p>Your conception is that casters need one stat, and weapon users need 2-3? With a goal of rebalancing the stats does that further your goal?</p><p></p><p></p><p></p><p>Casters have gone from one casting stat to one casting stat. That's not a lot of "additional MAD". A wizard doesn't need Int, it needs casting stat. Now, for a few of the casters they get class features based off their old casting stat, in those cases I see what you are saying, but it's not all of them. And in some cases it's TOO much more. Before a valor bard needed Chr and Dex with some of Con. Now they need Tha (spells), Chr (class features), Dex (bonus to attack), Str (bonus to damage) with some Con and Agility.</p><p></p><p>And it's now the same casting stat for all casters, so it makes it easier to multiclass dip.</p><p></p><p>Here's my recommendation - with the current ability scores, most classes need 1-2 main stats and 1-2 minor stats for common builds. Usually not more than 3 total though you do have some corner cases like the Eldritch Knight which wants Int if you use spells with saves.</p><p></p><p>Go through the class + subclass with your new abilities, and figure out what each class needs. See if it's balanced between classes. And no minimizing - if before a weapon attacker got bonus to hit and damage, count both the ones that give to hit and to damage.</p></blockquote><p></p>
[QUOTE="Blue, post: 6873061, member: 20564"] As much as I don't like half a mod, on further reflection 15-20 crit (base 20 + 5 dex) range is too much. Champion makes it 19-20 and then high level 18-20 and that's considered viable is a bit underpowered for a whole subclass. Here anyone can get it, including classes like barb who can generate Advantage regularly. Hmm, each attack would have 51% chance of being a crit with advantage. That's crazy for a barbarian with extra attacks, that's even more crazy for a rogue which can double sneak attack damage. Crit range is too powerful to do this with. And that's before adding you tactics points to give advantage more often. Your conception is that casters need one stat, and weapon users need 2-3? With a goal of rebalancing the stats does that further your goal? Casters have gone from one casting stat to one casting stat. That's not a lot of "additional MAD". A wizard doesn't need Int, it needs casting stat. Now, for a few of the casters they get class features based off their old casting stat, in those cases I see what you are saying, but it's not all of them. And in some cases it's TOO much more. Before a valor bard needed Chr and Dex with some of Con. Now they need Tha (spells), Chr (class features), Dex (bonus to attack), Str (bonus to damage) with some Con and Agility. And it's now the same casting stat for all casters, so it makes it easier to multiclass dip. Here's my recommendation - with the current ability scores, most classes need 1-2 main stats and 1-2 minor stats for common builds. Usually not more than 3 total though you do have some corner cases like the Eldritch Knight which wants Int if you use spells with saves. Go through the class + subclass with your new abilities, and figure out what each class needs. See if it's balanced between classes. And no minimizing - if before a weapon attacker got bonus to hit and damage, count both the ones that give to hit and to damage. [/QUOTE]
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