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[Homebrew] − Rethinking the Ability Scores
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<blockquote data-quote="TheLoneRanger1979" data-source="post: 7162693" data-attributes="member: 6804148"><p>It fits well as an alternative grouping, except for the Perception. I think agility should only effect athletics in your case, as aside from some defensive checks (avoid/dodge some threats) related to perception most of it's benefits are purely physical. It is essentially your reflexes. The speed of your neural synapses and the ability to control the reactions. The only benefit i could see it having toward say range attacks would be how quick you could reload, or change aim, but that would work for melee as well.</p><p></p><p>A small point on the education and casting. If you do decide to pull intelligence and awareness in the same pool, then make them different spell casting schools. One that governs classical DnD mages and the other classical Clerics (and Druids as their offshoots).</p><p></p><p></p><p></p><p>The end conclusion is the same (damage only happens at 0 HP/DP, but i think we are coming at it from different angles. In my case it is the HP level that determines if and how much DP can be utilized at the time. DP itself is much more lenient then health when restoration and "healing" is at stake. I purposely separate HP from DP, to allow for attrition warfare but not pushing the suspension of disbelief too much (like a dwarf fending off a band of goblins with an axe embedded in his head). Why i also try to provide is for a way that an injured character can still solder on, though in a diminished fashion. Notice how an exhausted or injured character can NOT have 100% DP, even with buffs and "healing". HP damage still does occur and when it does it's penalizing but in a way that immediately puts you out of action completely. What it does provide as well is a choice of weather you retreat to heal (in absence of magical healing, which should not be as common as DP "healing") to continue on. Retreating would mean (as you noted) quite a bit of time, time that may not be available for the quest to be completed. What this mechanism also provides for, is even more accent on resource management (second wind and hit dice - think of how Ki points and maneuver dice enrich the resource economy for the Monk and the Battlemaster, now everyone has it) and also a bit of an equalizer. Namely, now all classes have at least some access to self "healing" (as they did in 4E).</p><p></p><p></p><p></p><p></p><p>That is why i dispensed with Charm/Charisma and went with Presence. Presence could govern (an manifest) all casting based on the ability to project your inner strength outwards. Being either a Bard or Sorcerer should fit well into this archetype. On the other hand, awareness governs spiritual insight and discipline/instinct, thus more fitting for Clerics and Druids.</p></blockquote><p></p>
[QUOTE="TheLoneRanger1979, post: 7162693, member: 6804148"] It fits well as an alternative grouping, except for the Perception. I think agility should only effect athletics in your case, as aside from some defensive checks (avoid/dodge some threats) related to perception most of it's benefits are purely physical. It is essentially your reflexes. The speed of your neural synapses and the ability to control the reactions. The only benefit i could see it having toward say range attacks would be how quick you could reload, or change aim, but that would work for melee as well. A small point on the education and casting. If you do decide to pull intelligence and awareness in the same pool, then make them different spell casting schools. One that governs classical DnD mages and the other classical Clerics (and Druids as their offshoots). The end conclusion is the same (damage only happens at 0 HP/DP, but i think we are coming at it from different angles. In my case it is the HP level that determines if and how much DP can be utilized at the time. DP itself is much more lenient then health when restoration and "healing" is at stake. I purposely separate HP from DP, to allow for attrition warfare but not pushing the suspension of disbelief too much (like a dwarf fending off a band of goblins with an axe embedded in his head). Why i also try to provide is for a way that an injured character can still solder on, though in a diminished fashion. Notice how an exhausted or injured character can NOT have 100% DP, even with buffs and "healing". HP damage still does occur and when it does it's penalizing but in a way that immediately puts you out of action completely. What it does provide as well is a choice of weather you retreat to heal (in absence of magical healing, which should not be as common as DP "healing") to continue on. Retreating would mean (as you noted) quite a bit of time, time that may not be available for the quest to be completed. What this mechanism also provides for, is even more accent on resource management (second wind and hit dice - think of how Ki points and maneuver dice enrich the resource economy for the Monk and the Battlemaster, now everyone has it) and also a bit of an equalizer. Namely, now all classes have at least some access to self "healing" (as they did in 4E). That is why i dispensed with Charm/Charisma and went with Presence. Presence could govern (an manifest) all casting based on the ability to project your inner strength outwards. Being either a Bard or Sorcerer should fit well into this archetype. On the other hand, awareness governs spiritual insight and discipline/instinct, thus more fitting for Clerics and Druids. [/QUOTE]
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