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<blockquote data-quote="Lanefan" data-source="post: 7953706" data-attributes="member: 29398"><p>Probably much less effort to simply ban feats than go through all of them and weed out the problem children.</p><p></p><p>As for ASIs, if you don't mind a tiny extra bit of complication to add some randomness to when stats go up (and to slow stat advancement down from what 5e gives) you could add in the percentile-increment system introduced with the 1e Cavalier.</p><p></p><p>How it works is this:</p><p></p><p>At roll-up two stats - your class' primary stat (or one of them, if a class has more than one primary) plus one other stat of your choice - are noted as the ones that get increments. These choices are locked in once made.</p><p></p><p>d% is rolled for each of these two stats. Thus, a Wizard with Int 14 might roll 87% and start with Int 14.87; and have chosen Dex for her other stat, rolled 34 for that, and started with Dex 13.34</p><p></p><p>At each level-up, dice* are rolled with their total being added to the % on the stat. So, our intrepid Wizard might bump to 2nd, roll a total of 8 on the dice, and now be Int 14.95. A similar roll happens for Dex.</p><p></p><p>When a % rolls over from 00 to what would be 101, knock off 100 and add a point to the main stat. Here, at 3rd level our Wizard rolls 14 on his increment dice, taking his Int from 14.95 to what would be 14.109; this then becomes 15.09 and any adjustments required for the stat going from 14 to 15 are made.</p><p></p><p>The value of the % number has no effect on anything until-unless it rolls over; a 14.01 functions in all ways exactly the same as a 14.99</p><p></p><p>* - the dice used can be bigger or smaller depending how rapidly you want stats to increase on average. We always have the prime stat going up faster than the other one; in my game I use 3d8 for the prime stat and 2d6 for the other. The prime used to be 2d10 but I found that was too slow in a system that often only gets to 9th or 10th level; in a 20-level game you might even want to go as low as 2d8 for the prime.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7953706, member: 29398"] Probably much less effort to simply ban feats than go through all of them and weed out the problem children. As for ASIs, if you don't mind a tiny extra bit of complication to add some randomness to when stats go up (and to slow stat advancement down from what 5e gives) you could add in the percentile-increment system introduced with the 1e Cavalier. How it works is this: At roll-up two stats - your class' primary stat (or one of them, if a class has more than one primary) plus one other stat of your choice - are noted as the ones that get increments. These choices are locked in once made. d% is rolled for each of these two stats. Thus, a Wizard with Int 14 might roll 87% and start with Int 14.87; and have chosen Dex for her other stat, rolled 34 for that, and started with Dex 13.34 At each level-up, dice* are rolled with their total being added to the % on the stat. So, our intrepid Wizard might bump to 2nd, roll a total of 8 on the dice, and now be Int 14.95. A similar roll happens for Dex. When a % rolls over from 00 to what would be 101, knock off 100 and add a point to the main stat. Here, at 3rd level our Wizard rolls 14 on his increment dice, taking his Int from 14.95 to what would be 14.109; this then becomes 15.09 and any adjustments required for the stat going from 14 to 15 are made. The value of the % number has no effect on anything until-unless it rolls over; a 14.01 functions in all ways exactly the same as a 14.99 * - the dice used can be bigger or smaller depending how rapidly you want stats to increase on average. We always have the prime stat going up faster than the other one; in my game I use 3d8 for the prime stat and 2d6 for the other. The prime used to be 2d10 but I found that was too slow in a system that often only gets to 9th or 10th level; in a 20-level game you might even want to go as low as 2d8 for the prime. [/QUOTE]
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