TwoSix
Everyone's literal second-favorite poster
Quick description: One concept I've been working on sporadically for my next game is a conversion of Beyond the Wall (BtW) to 5e. If you don't know the game, BtW is an OSR-like game that uses detailed playbooks to generate characters who are all young heroes from the same village, with the general feel of Prydain Chronicles or Wizard of Earthsea.
One of the things I like about the playbooks is that they make very organic characters; you might end up with a warrior from the Village Watch with a 17 Wisdom and training in Herbalism, or a Witch's Apprentice Mage with 16 Strength and Charisma who only knows the Unseen Servant ritual. It also only has 3 classes; Warrior, Rogue and Mage.
What I intend to do is to generate the character using the playbooks, and then convert them to 5e using the generic classes introduced in the Unearthed Arcana Sidekicks article, with some minor tweaking. My current sticking point is this:
I want to have each class have a unique mechanical support for each stat, so that a high Charisma warrior is as useful in combat as high Strength warrior, and a high Strength mage has as much capability for magic as a high Intelligence mage. But, I also want them to be expressed differently. While I have no problem with stat replacement as a last resort, I'd like to develop features that leverage the concept of the stat into distinct thematic abilities.
To support this, I'm using the following base rule changes:
a) When using a weapon you have proficiency in, you may substitute your proficiency modifier for your Strength or Dexterity modifier in the attack and damage rolls. (This makes high Str or Dex a useful bonus at low levels, but only by a small amount.)
b) When wearing armor you are proficient in or unarmored, you may use your proficiency bonus in place of your Dexterity modifier.
c) You use Wisdom as the modifying stat for Initiative rolls.
d) For Mages, you use Intelligence + level to determine the number of spells you can prepare, and Charisma to determine the Spell attack modifier and Spell save DC.
tl;dr: What sort of features can make Cha warriors, Con rogues, and Str mages viable in a game with 3 generic classes?
One of the things I like about the playbooks is that they make very organic characters; you might end up with a warrior from the Village Watch with a 17 Wisdom and training in Herbalism, or a Witch's Apprentice Mage with 16 Strength and Charisma who only knows the Unseen Servant ritual. It also only has 3 classes; Warrior, Rogue and Mage.
What I intend to do is to generate the character using the playbooks, and then convert them to 5e using the generic classes introduced in the Unearthed Arcana Sidekicks article, with some minor tweaking. My current sticking point is this:
I want to have each class have a unique mechanical support for each stat, so that a high Charisma warrior is as useful in combat as high Strength warrior, and a high Strength mage has as much capability for magic as a high Intelligence mage. But, I also want them to be expressed differently. While I have no problem with stat replacement as a last resort, I'd like to develop features that leverage the concept of the stat into distinct thematic abilities.
To support this, I'm using the following base rule changes:
a) When using a weapon you have proficiency in, you may substitute your proficiency modifier for your Strength or Dexterity modifier in the attack and damage rolls. (This makes high Str or Dex a useful bonus at low levels, but only by a small amount.)
b) When wearing armor you are proficient in or unarmored, you may use your proficiency bonus in place of your Dexterity modifier.
c) You use Wisdom as the modifying stat for Initiative rolls.
d) For Mages, you use Intelligence + level to determine the number of spells you can prepare, and Charisma to determine the Spell attack modifier and Spell save DC.
tl;dr: What sort of features can make Cha warriors, Con rogues, and Str mages viable in a game with 3 generic classes?