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Bringing a Real World Character to a Fantasy World
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<blockquote data-quote="Son of the Serpent" data-source="post: 7876918" data-attributes="member: 7015476"><p>I feel like it would still besimple and more accurate though to multiply your strength by 50 for 0 movement though and just gain movement of up to your normal movement speed by 10 for every 15 less than the max multiplier of 50. Actually i think im gonna start doing that. Would result in a strength 20 character having normal movement speed at 100 pounds.</p><p></p><p>(Edit: better idea. Multiplier of more than 45 up to 50=no movement, more than 35 up to 45=10 feet, more than 20 up to 35=20 feet, up to 20=normal movement)</p><p></p><p>I actually already play with a rule that your performance (for musical instruments) is actually your int, dex, and cha mods added together divided by 3 and rounded up. Then plus your invested skill rank. But i dm 3/3.5. Obviously 5e is not equiped to use that rule completely.</p><p></p><p>Picking locks is dex plus int divided by 2 rounded up plus skill rank.</p><p></p><p>We made stuff like dodging attack (fireballs and swords and whatnot) be dex.</p><p></p><p>I use ability score mod combinations. It took a few years to figure out how to balance it. Was harder on the dm end of things. Not so much for the players.</p><p></p><p>Has resulted in a much more organic and smooth feeling spread of rolls.</p><p></p><p>My group very early on found we were all in agreement that the abilities in d&d were good but just felt odd because some skills are clearly a combination of them. And some skills have a lean. Some are "pure" like knowledges. You only have to do the math once. At level up. And we play with a very slow rate of leveling.</p><p></p><p>At any rate i think ill approach them soon about adding something to address the weirdness with strength. Still gotta figure out how this will effect "hustling" with weight.</p></blockquote><p></p>
[QUOTE="Son of the Serpent, post: 7876918, member: 7015476"] I feel like it would still besimple and more accurate though to multiply your strength by 50 for 0 movement though and just gain movement of up to your normal movement speed by 10 for every 15 less than the max multiplier of 50. Actually i think im gonna start doing that. Would result in a strength 20 character having normal movement speed at 100 pounds. (Edit: better idea. Multiplier of more than 45 up to 50=no movement, more than 35 up to 45=10 feet, more than 20 up to 35=20 feet, up to 20=normal movement) I actually already play with a rule that your performance (for musical instruments) is actually your int, dex, and cha mods added together divided by 3 and rounded up. Then plus your invested skill rank. But i dm 3/3.5. Obviously 5e is not equiped to use that rule completely. Picking locks is dex plus int divided by 2 rounded up plus skill rank. We made stuff like dodging attack (fireballs and swords and whatnot) be dex. I use ability score mod combinations. It took a few years to figure out how to balance it. Was harder on the dm end of things. Not so much for the players. Has resulted in a much more organic and smooth feeling spread of rolls. My group very early on found we were all in agreement that the abilities in d&d were good but just felt odd because some skills are clearly a combination of them. And some skills have a lean. Some are "pure" like knowledges. You only have to do the math once. At level up. And we play with a very slow rate of leveling. At any rate i think ill approach them soon about adding something to address the weirdness with strength. Still gotta figure out how this will effect "hustling" with weight. [/QUOTE]
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