Tessarael
Explorer
Hi folks,
I've been thinking about an alternate ability system. My aim is to make
all of the abilities roughly equal, rather than say Strength being the
best for a warrior character. I want to discourage Charisma (Charm in
this proposal) from being a dump stat. A +2 increase in an attribute
should be worth between about one to two feats for a character. My
intention is for this system to be fully compatible with existing D20
materials: it should not be necessary to change existing NPCs or
monsters. It does help in PC character creation by reducing how dominant
some abilities are.
I also want to simplify the abilities used by the magic system - there
does not seem to be a good reason why different Arcane and Divine casters
have different primary casting abilities. This means that multiclassing
between spellcasting classes will have good ability synergy, but as you
are losing spell levels, it will seldom be worth it.
Let me know what you think, thanks!
I judge the importance of the proposed abilities to classes as follows:
Barbarian, Fighter:
- primary abilities: Muscle, Precision, Constitution
- secondary abilities: Perception, Agility, Knowledge, Charm
- dump abilities: Will
Bard:
- primary abilities: Will, Knowledge, Charm
- secondary abilities: Muscle, Precision, Perception, Agility, Constitution
Cleric, Druid:
- primary abilities: Will, Knowledge
- secondary abilities: Muscle, Precision, Agility, Constitution, Charm
- dump abilities: Perception
Monk:
- primary abilities: Muscle, Precision, Agility, Constitution
- secondary abilities: Perception, Knowledge, Charm
- dump abilities: Will
Paladin:
- primary abilities: Muscle, Precision, Constitution
- secondary abilities: Perception, Agility, Knowledge, Will, Charm
Ranger:
- primary abilities: Muscle, Perception, Agility, Constitution
- secondary abilities: Precision, Knowledge, Will, Charm
Rogue:
- primary abilities: Perception, Agility
- secondary abilities: Muscle, Precision, Constitution, Knowledge, Charm
- dump abilities: Will
Sorcerer, Wizard:
- primary abilities: Will, Knowledge
- secondary abilities: Muscle, Precision, Agility, Constitution, Charm
- dump abilities: Perception
As there are now 8 abilities, and classes generally require one more
ability than previously, it may be helpful to increase how many points
characters get to buy abilities. For example, another 6 points would
suffice for a character to buy an extra ability of 14.
Modifications to attributes
===========================
MUSCLE (was Strength):
Muscle measures your character's sheer physical power. Muscle is important
for Barbarians, Fighters, Monks, Paladins and Rangers as it increases the
damage they do in combat. It can also be quite useful for Clerics, Druids,
and Rogues when they wade into combat. You apply your muscle modifier to:
- damage rolls with melee and thrown weapons
- Muscle checks (for breaking down doors and the like)
- carrying capacity
- Skills: Climb, Intimidate, Jump, Swim
PRECISION (was Strength):
Precision measures how accurate you are in combat and how deft you are
with your hands. For example, a gemcutter should be deft. Precision is
important for Barbarians, Fighters, Monks and Paladins as it increases how
often they will hit in combat. It can also be quite useful for Clerics,
Druids, and Rogues when they wade into combat. You apply your precision
modifier to:
- attack rolls with melee attacks
- Skills: Balance, Craft, Disable Device, Forgery, Open Lock, Use Rope
PERCEPTION (was Dexterity):
Perception measures how observant you are of your surroundings, and
hand-eye coordination. Perception is important for Rangers and Rogues, as
it increases their accuracy with ranged attacks and helps their skills.
You apply your perception modifier to:
- attacks rolls with ranged attacks
- Skills: Listen, Search, Sense Motive, Spot, Survival
AGILITY (was Dexterity):
Agility measures how nimble you are on your feet, and your reflexes. It
is most important for Monks, Rangers and Rogues, and anyone else who does
not wear heavy armor and engages in non-magical combat. You apply your
agility modifier to:
- Armor Class
- Reflex saving throws
- Skills: Escape Artist, Hide, Move Silently, Perform (Dance, instruments),
Ride, Sleight of Hand
CONSTITUTION (unchanged except for removing Concentration):
Constitution represents your character's health and stamina. It increases
your hit points, and is most important for melee-oriented classes such as
Barbarians, Fighters, Monks and Paladins.
- each roll of a Hit Die
- Fortitude saving throws
WILL (was Wisdom/spellcasting attribute):
Will represents your determination and abundance of magical power. It is
important for all spellcasters, particularly: Bards, Clerics, Druids,
Paladins, Sorcerers, and Wizards. You apply your Will modifier to:
- bonus spells
- Will savings throws
- Skills: Concentration, Profession, Use Magic Device
- Turning checks for Clerics and Paladins
KNOWLEDGE (was Intelligence/spellcasting attribute):
Knowledge represents how much you know and how well you understand magic.
It is important for all spellcasters, particularly: Bards, Clerics, Druids,
Sorcerers, and Wizards. Knowledge is also of some use to everyone, as it
gives you more skill points and more languages. You apply your Knowledge
modifier to:
- adds to saving throw difficulty class for spells and spell-like abilities
- 4 skill points per bonus/penalty point from Knowledge
- number of languages known
- Skills: Appraise, Decipher Script, Heal, Knowledge skills, Spellcraft
The maximum spell level you can cast is Knowledge - 10.
CHARM (was Charisma):
Charm represents how persuasive you are, and in turn how lucky you are
(the gods seldom favor those who are uncharismatic). Leading a charmed
life is of benefit to everyone, but Charm is most important for Bards.
You apply your Charm modifier to:
- Fortitude, Reflex and Will saving throws
- Skills: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal,
Perform (Act, Comedy, Oratory)
Modifications to classes
========================
Monks get a flat AC bonus with level - it is no longer dependent on Wisdom.
For example, an extra +2 AC at first level, and an extra +1 AC every 5
levels thereafter. In general, no prestige class or base class should give
an attack, damage, AC or saving throw bonus based on an attribute - any
bonuses should be level-dependent bonuses. For example, the Duelist
prestige class might get +1 AC per 2 levels. Paladins might get +1 to saves
at first level, and an additional +1 save every 5 levels thereafter.
All spellcasters use Knowledge to modify saving throw DCs and the maximum
level of spell they can cast. All spellcasters use Will for bonus spells.
Modifications to feats
======================
Weapon Finesse is removed. Precision is used to modify the attack roll of
all melee attacks.
Modifications to races
======================
Dwarf: +2 Constitution, -2 Charm
Elf: +2 Agility, -2 Constitution
Gnome: +2 Constitution, -2 Muscle
Half-Orc: +2 Muscle, +2 Precision, -2 Knowledge, -2 Charm
Halfling: +2 Agility, -2 Muscle
I've been thinking about an alternate ability system. My aim is to make
all of the abilities roughly equal, rather than say Strength being the
best for a warrior character. I want to discourage Charisma (Charm in
this proposal) from being a dump stat. A +2 increase in an attribute
should be worth between about one to two feats for a character. My
intention is for this system to be fully compatible with existing D20
materials: it should not be necessary to change existing NPCs or
monsters. It does help in PC character creation by reducing how dominant
some abilities are.
I also want to simplify the abilities used by the magic system - there
does not seem to be a good reason why different Arcane and Divine casters
have different primary casting abilities. This means that multiclassing
between spellcasting classes will have good ability synergy, but as you
are losing spell levels, it will seldom be worth it.
Let me know what you think, thanks!
I judge the importance of the proposed abilities to classes as follows:
Barbarian, Fighter:
- primary abilities: Muscle, Precision, Constitution
- secondary abilities: Perception, Agility, Knowledge, Charm
- dump abilities: Will
Bard:
- primary abilities: Will, Knowledge, Charm
- secondary abilities: Muscle, Precision, Perception, Agility, Constitution
Cleric, Druid:
- primary abilities: Will, Knowledge
- secondary abilities: Muscle, Precision, Agility, Constitution, Charm
- dump abilities: Perception
Monk:
- primary abilities: Muscle, Precision, Agility, Constitution
- secondary abilities: Perception, Knowledge, Charm
- dump abilities: Will
Paladin:
- primary abilities: Muscle, Precision, Constitution
- secondary abilities: Perception, Agility, Knowledge, Will, Charm
Ranger:
- primary abilities: Muscle, Perception, Agility, Constitution
- secondary abilities: Precision, Knowledge, Will, Charm
Rogue:
- primary abilities: Perception, Agility
- secondary abilities: Muscle, Precision, Constitution, Knowledge, Charm
- dump abilities: Will
Sorcerer, Wizard:
- primary abilities: Will, Knowledge
- secondary abilities: Muscle, Precision, Agility, Constitution, Charm
- dump abilities: Perception
As there are now 8 abilities, and classes generally require one more
ability than previously, it may be helpful to increase how many points
characters get to buy abilities. For example, another 6 points would
suffice for a character to buy an extra ability of 14.
Modifications to attributes
===========================
MUSCLE (was Strength):
Muscle measures your character's sheer physical power. Muscle is important
for Barbarians, Fighters, Monks, Paladins and Rangers as it increases the
damage they do in combat. It can also be quite useful for Clerics, Druids,
and Rogues when they wade into combat. You apply your muscle modifier to:
- damage rolls with melee and thrown weapons
- Muscle checks (for breaking down doors and the like)
- carrying capacity
- Skills: Climb, Intimidate, Jump, Swim
PRECISION (was Strength):
Precision measures how accurate you are in combat and how deft you are
with your hands. For example, a gemcutter should be deft. Precision is
important for Barbarians, Fighters, Monks and Paladins as it increases how
often they will hit in combat. It can also be quite useful for Clerics,
Druids, and Rogues when they wade into combat. You apply your precision
modifier to:
- attack rolls with melee attacks
- Skills: Balance, Craft, Disable Device, Forgery, Open Lock, Use Rope
PERCEPTION (was Dexterity):
Perception measures how observant you are of your surroundings, and
hand-eye coordination. Perception is important for Rangers and Rogues, as
it increases their accuracy with ranged attacks and helps their skills.
You apply your perception modifier to:
- attacks rolls with ranged attacks
- Skills: Listen, Search, Sense Motive, Spot, Survival
AGILITY (was Dexterity):
Agility measures how nimble you are on your feet, and your reflexes. It
is most important for Monks, Rangers and Rogues, and anyone else who does
not wear heavy armor and engages in non-magical combat. You apply your
agility modifier to:
- Armor Class
- Reflex saving throws
- Skills: Escape Artist, Hide, Move Silently, Perform (Dance, instruments),
Ride, Sleight of Hand
CONSTITUTION (unchanged except for removing Concentration):
Constitution represents your character's health and stamina. It increases
your hit points, and is most important for melee-oriented classes such as
Barbarians, Fighters, Monks and Paladins.
- each roll of a Hit Die
- Fortitude saving throws
WILL (was Wisdom/spellcasting attribute):
Will represents your determination and abundance of magical power. It is
important for all spellcasters, particularly: Bards, Clerics, Druids,
Paladins, Sorcerers, and Wizards. You apply your Will modifier to:
- bonus spells
- Will savings throws
- Skills: Concentration, Profession, Use Magic Device
- Turning checks for Clerics and Paladins
KNOWLEDGE (was Intelligence/spellcasting attribute):
Knowledge represents how much you know and how well you understand magic.
It is important for all spellcasters, particularly: Bards, Clerics, Druids,
Sorcerers, and Wizards. Knowledge is also of some use to everyone, as it
gives you more skill points and more languages. You apply your Knowledge
modifier to:
- adds to saving throw difficulty class for spells and spell-like abilities
- 4 skill points per bonus/penalty point from Knowledge
- number of languages known
- Skills: Appraise, Decipher Script, Heal, Knowledge skills, Spellcraft
The maximum spell level you can cast is Knowledge - 10.
CHARM (was Charisma):
Charm represents how persuasive you are, and in turn how lucky you are
(the gods seldom favor those who are uncharismatic). Leading a charmed
life is of benefit to everyone, but Charm is most important for Bards.
You apply your Charm modifier to:
- Fortitude, Reflex and Will saving throws
- Skills: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal,
Perform (Act, Comedy, Oratory)
Modifications to classes
========================
Monks get a flat AC bonus with level - it is no longer dependent on Wisdom.
For example, an extra +2 AC at first level, and an extra +1 AC every 5
levels thereafter. In general, no prestige class or base class should give
an attack, damage, AC or saving throw bonus based on an attribute - any
bonuses should be level-dependent bonuses. For example, the Duelist
prestige class might get +1 AC per 2 levels. Paladins might get +1 to saves
at first level, and an additional +1 save every 5 levels thereafter.
All spellcasters use Knowledge to modify saving throw DCs and the maximum
level of spell they can cast. All spellcasters use Will for bonus spells.
Modifications to feats
======================
Weapon Finesse is removed. Precision is used to modify the attack roll of
all melee attacks.
Modifications to races
======================
Dwarf: +2 Constitution, -2 Charm
Elf: +2 Agility, -2 Constitution
Gnome: +2 Constitution, -2 Muscle
Half-Orc: +2 Muscle, +2 Precision, -2 Knowledge, -2 Charm
Halfling: +2 Agility, -2 Muscle