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Doing 5ed without classes.
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<blockquote data-quote="I'm A Banana" data-source="post: 6658282" data-attributes="member: 2067"><p>Definitely something that's been on my mind. </p><p></p><p>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).</p><p></p><p>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. </p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6658282, member: 2067"] 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. ;) [/QUOTE]
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