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Alternative to Ability Score Increases
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6118793" data-attributes="member: 882"><p>I am still puzzled by the option to spend a feat to increase an ability score - I don't see how you can balance a +1 when the nature of that +1 changes according to whether you have an odd or even ability score. If you start with a 16, then it will cost you 4 feats to achieve your maximum potential, but if you start with a 17, it will cost you only 3. So is +2 to hit, damage, some skill checks and some class features as good as 3 feats, or 4? It gets worse if you decide to stop at 18, where the disparity is between 1 or 2 feats.</p><p></p><p>So, I thought an easier option might be to offer simple, straightforward increases that don't involve your ability scores. When I think of simple games like Descent or Runebound, your options to increase your power are really just more of X or more of Y - and there's no funny system that makes some increases useless until later. So how about, instead of a fully-fleshed out feat, you pick one of the following:</p><p></p><p>- +1 to hit (could be split into melee, ranged, magic)</p><p>- +2 damage (could also be split)</p><p>- +1 to saving throws</p><p>- +1 to your AC</p><p>- +2 initiative</p><p>- +1 HP per level</p><p>- +1 to the DC of your spells</p><p>- weapon proficiency</p><p>- armour or shield proficiency</p><p>- gain a spell slot (level 1 the first time, 2 the second, and so on, pick a spellcaster to mimic for how your preparation works)</p><p>- gain or improve a number of skills</p><p></p><p>There might be some more simple options I've forgotten. To prevent excessive abuse I wouldn't allow the numerical feats to be chosen twice until level 11+. Each of these options gives you a simple mechanical boost, whilst allowing you to specialise your character to some degree, or to customise them outside of their usual paradigm. A straight-up fighter will probably grab the to-hit bonus, damage, then perhaps initiative or AC depending on the role they play in combat. A spellcaster will be looking at increased DCs, or additional spell slots. If you want to multiclass-lite, you can grab a weapon or armour proficiency you want, or start casting spells.</p><p></p><p>These very basic feats are deliberately flavourless, designed to be a quick choice that shows your character's improvement or broadening. I think they work better than ability score increases. Thoughts?</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6118793, member: 882"] I am still puzzled by the option to spend a feat to increase an ability score - I don't see how you can balance a +1 when the nature of that +1 changes according to whether you have an odd or even ability score. If you start with a 16, then it will cost you 4 feats to achieve your maximum potential, but if you start with a 17, it will cost you only 3. So is +2 to hit, damage, some skill checks and some class features as good as 3 feats, or 4? It gets worse if you decide to stop at 18, where the disparity is between 1 or 2 feats. So, I thought an easier option might be to offer simple, straightforward increases that don't involve your ability scores. When I think of simple games like Descent or Runebound, your options to increase your power are really just more of X or more of Y - and there's no funny system that makes some increases useless until later. So how about, instead of a fully-fleshed out feat, you pick one of the following: - +1 to hit (could be split into melee, ranged, magic) - +2 damage (could also be split) - +1 to saving throws - +1 to your AC - +2 initiative - +1 HP per level - +1 to the DC of your spells - weapon proficiency - armour or shield proficiency - gain a spell slot (level 1 the first time, 2 the second, and so on, pick a spellcaster to mimic for how your preparation works) - gain or improve a number of skills There might be some more simple options I've forgotten. To prevent excessive abuse I wouldn't allow the numerical feats to be chosen twice until level 11+. Each of these options gives you a simple mechanical boost, whilst allowing you to specialise your character to some degree, or to customise them outside of their usual paradigm. A straight-up fighter will probably grab the to-hit bonus, damage, then perhaps initiative or AC depending on the role they play in combat. A spellcaster will be looking at increased DCs, or additional spell slots. If you want to multiclass-lite, you can grab a weapon or armour proficiency you want, or start casting spells. These very basic feats are deliberately flavourless, designed to be a quick choice that shows your character's improvement or broadening. I think they work better than ability score increases. Thoughts? [/QUOTE]
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