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<blockquote data-quote="Chaosmancer" data-source="post: 9049316" data-attributes="member: 6801228"><p><h3>Minor Skill Notes and One DnD Unarmed Strikes</h3><p></p><p>There were somethings that I obviously want to keep from One DnD, but I wanted to specifically call out the unarmed strikes, because two of those options ALSO show up in my new system. So, if you don’t remember, this is where that stands. </p><p></p><p><em>When you make an attack, you can choose to make an unarmed attack instead of a normal one. With the following three options. </em></p><p><em></em></p><p><em><u>Damage</u>: You make an attack roll against the target. Your bonus to hit equals your Strength modifier + your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 + your Strength modifier.</em></p><p><em></em></p><p><em><u>Grapple</u>: The target must succeed on a Strength or Dexterity saving throw (it chooses which),</em></p><p><em>or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.</em></p><p><em></em></p><p><em>- To escape from a grapple takes an Athletics (Str) or Acrobatics (Dex) check, which you make as part of the escape action, or the grappler leaves the range of the grapple</em></p><p><em></em></p><p><em><u>Shove</u>: The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.</em></p><p></p><p>So, shove in particular shows up in a more powerful option in my system, so why keep it here? Well, a few reasons. 1) This allows for non-martials to do it, but more importantly 2) Reliability. The action in my system below from levels 1 thru 8 is going to have about a 50% success rate, on top of the attack needing to land. This shove immediately grants a save and that is that. It may be that it needs adjusted, but I don’t mind having a weaker option that can be relied on for the other classes. </p><p></p><p></p><p>Additionally, I’m considering making the following change to Intimidation, Persuasion and Deception checks, mostly with an eye towards rogues, but it could end up working for anyone.<em> </em></p><p><em></em></p><p><em>If you make an intimidation, persuasion, or deception check the DC is either 15, the target’s intelligence, or the target’s wisdom. If the target is proficient in insight, increase the DC by +3. However, if you exceed the DC by 5 or more, the target is considered either frightened or charmed by you (as appropriate to the check and situation) for 1 minute, at which point they can roll a save versus your check result if you are still interacting. (Errata: if you hurt a charmed target or someone they care deeply about, you break the charm effect)</em> </p><p></p><p>I know some people will see this and immediately worry about Diplomancers, but the key here is to remember what the charm condition DOES. All it does is say the target cannot attack you, and you have advantage on charisma skills against them. That’s it. It doesn’t change what those skills actually accomplish.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9049316, member: 6801228"] [HEADING=2]Minor Skill Notes and One DnD Unarmed Strikes[/HEADING] There were somethings that I obviously want to keep from One DnD, but I wanted to specifically call out the unarmed strikes, because two of those options ALSO show up in my new system. So, if you don’t remember, this is where that stands. [I]When you make an attack, you can choose to make an unarmed attack instead of a normal one. With the following three options. [U]Damage[/U]: You make an attack roll against the target. Your bonus to hit equals your Strength modifier + your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 + your Strength modifier. [U]Grapple[/U]: The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength modifier + your Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. - To escape from a grapple takes an Athletics (Str) or Acrobatics (Dex) check, which you make as part of the escape action, or the grappler leaves the range of the grapple [U]Shove[/U]: The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength modifier + your Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.[/I] So, shove in particular shows up in a more powerful option in my system, so why keep it here? Well, a few reasons. 1) This allows for non-martials to do it, but more importantly 2) Reliability. The action in my system below from levels 1 thru 8 is going to have about a 50% success rate, on top of the attack needing to land. This shove immediately grants a save and that is that. It may be that it needs adjusted, but I don’t mind having a weaker option that can be relied on for the other classes. Additionally, I’m considering making the following change to Intimidation, Persuasion and Deception checks, mostly with an eye towards rogues, but it could end up working for anyone.[I] If you make an intimidation, persuasion, or deception check the DC is either 15, the target’s intelligence, or the target’s wisdom. If the target is proficient in insight, increase the DC by +3. However, if you exceed the DC by 5 or more, the target is considered either frightened or charmed by you (as appropriate to the check and situation) for 1 minute, at which point they can roll a save versus your check result if you are still interacting. (Errata: if you hurt a charmed target or someone they care deeply about, you break the charm effect)[/I] I know some people will see this and immediately worry about Diplomancers, but the key here is to remember what the charm condition DOES. All it does is say the target cannot attack you, and you have advantage on charisma skills against them. That’s it. It doesn’t change what those skills actually accomplish. [/QUOTE]
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