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<blockquote data-quote="Tales and Chronicles" data-source="post: 8489563" data-attributes="member: 6871653"><p>I'd think it would not be that hard to make a Basic 5e work.</p><p></p><p>Use skill-less ability check, roll under.</p><p>No ASI</p><p>Maximum stat is 18, +/- 2 for non-human, 4d6 drop lowest at chargen.</p><p>Casters: go back to spell power based on level instead of upcasting.</p><p>No HP beyond 11th level. Only 1+Con mod (max +2 for non fighter)</p><p>Ranged weapon (not thrown) do not add +stat to their damage.</p><p>Make good use of reaction rolls and morale rules.</p><p>Use the lowest HP possible for a given enemy. </p><p></p><p>4 classes:</p><p>Cleric: Take 2 domains spell list that <u>can</u> be prepared (but not automatically), Turn Undead as a mode that you can sustain as an action (Good/Neutral Cleric = frightened or destroyed, Evil = frightened or charmed). Done, no other features. (only blunt weapon if you wish)</p><p></p><p>Fighter: Keep fighting style and add the UA brute's improved save and weapon damage. Keep extra attack and that's that.</p><p></p><p>Rogue: 1d6 hp, Give advantage to attack enemies unaware and a damage multiplier up to x5. Take expertise to specialize in specific thievery skills: Stealth, Find/disarm Trap, Spot illusion/hidden door, pick pocket, open lock. Keep cunning action and the thief's second story work. No other feature.</p><p></p><p>Mage: 1d4 hp, no damage cantrip, opposite schools = can cast spell higher than 2nd level from opposite school, +2 spell DC/spell attack bonus, +2 saves from specialized school. No other feature.</p><p></p><p>At level 10, each class gain a social feature taken from the background features. (Fighter = Knight, Rogue = Criminal, Mage = sage, cleric = acolyte). </p><p></p><p>Races:</p><p>Human = nothing</p><p>Elves = +2 max Dex, -2 max Con, Ignore range penalty from long range, can see in Dim light as normal. Do not die of old age, immune to sleep.</p><p>Dwarf = +2 max Con, -2 max Dex, advantage to examine stonework and orient yourself underground. Can see in Dim light as normal. +2 to saves against poison and diseases, resist poison damage.</p><p></p><p>etc</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8489563, member: 6871653"] I'd think it would not be that hard to make a Basic 5e work. Use skill-less ability check, roll under. No ASI Maximum stat is 18, +/- 2 for non-human, 4d6 drop lowest at chargen. Casters: go back to spell power based on level instead of upcasting. No HP beyond 11th level. Only 1+Con mod (max +2 for non fighter) Ranged weapon (not thrown) do not add +stat to their damage. Make good use of reaction rolls and morale rules. Use the lowest HP possible for a given enemy. 4 classes: Cleric: Take 2 domains spell list that [U]can[/U] be prepared (but not automatically), Turn Undead as a mode that you can sustain as an action (Good/Neutral Cleric = frightened or destroyed, Evil = frightened or charmed). Done, no other features. (only blunt weapon if you wish) Fighter: Keep fighting style and add the UA brute's improved save and weapon damage. Keep extra attack and that's that. Rogue: 1d6 hp, Give advantage to attack enemies unaware and a damage multiplier up to x5. Take expertise to specialize in specific thievery skills: Stealth, Find/disarm Trap, Spot illusion/hidden door, pick pocket, open lock. Keep cunning action and the thief's second story work. No other feature. Mage: 1d4 hp, no damage cantrip, opposite schools = can cast spell higher than 2nd level from opposite school, +2 spell DC/spell attack bonus, +2 saves from specialized school. No other feature. At level 10, each class gain a social feature taken from the background features. (Fighter = Knight, Rogue = Criminal, Mage = sage, cleric = acolyte). Races: Human = nothing Elves = +2 max Dex, -2 max Con, Ignore range penalty from long range, can see in Dim light as normal. Do not die of old age, immune to sleep. Dwarf = +2 max Con, -2 max Dex, advantage to examine stonework and orient yourself underground. Can see in Dim light as normal. +2 to saves against poison and diseases, resist poison damage. etc [/QUOTE]
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