Definitely something that's been on my mind.
I can tell that proficiency bonus takes care of much of the heavy lifting accuracy-wise. We'll want something to scale damage, too - I think the spell scaling rules from the DMG might come in handy here, but the actual classes have a pretty high variation (sneak attack, extra attacks, spells, some combination of the above). Monster HP might be a starting point for that, too (with the 3 hits/monster estimation). What I'd like is something more robust for determining damage/level (has anyone over on CharOp done an average damage/level chart? That could be useful info).
Once you have that, it's just a matter of figuring out what level of horizontal advancement you want. 1 feat/level can work okay, but the playing field is a little all over the place (some class features are DEFINITELY worth more than 1 feat, but you can't swap 'em for ability score advancements; others are weaker than 1 feat), so you might want to create a category for those "bigger than a feat" things.
Mostly its the damage-per-round/level holding me up from getting a good handle on it, but that seems like a solvable problem. While it dramatically changes the feel of play, I don't think it's nearly as impossible as some posit.![]()
I really do love proficiency bonuses because they are so easy to hack. They take a lot of the work out of most of my ideas.
With HP, I thought about just using con + some number. Want to be more HPy then just bump your con. (I thought bout doing something like con x 2, but you know negative mods.) With damage, ya I guess we can just come up with an average damage and plug a slightly smaller number in as a level bonus. (One thought I have is that some games use equipment and weapons for damage advancement. It might be too excremental and something I would complain about if it was standard.)
Ya the one feat a level idea is way too weak, could just double it, but two feats a level would end up being a lot of feats. Buffing up feats could be done, but that's a lot of writing. Maybe add in talents at different levels. Like we can pull apart the classes and then add back their abilities in talents you get at every other level.
(You also could just forget about advancement, Limit your hack to the first few levels and don't worry about scaling to higher levels. Just sprawl out from low level.)
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