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General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Making all abilities more valuable. Adding two abilities to most mechanics.
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<blockquote data-quote="Horwath" data-source="post: 7970130" data-attributes="member: 6801299"><p>This idea is simple. </p><p></p><p>To prevent dumping one or two scores for boosting one or two to max without much penalty, why don't we add 2 ability modifier on most mechanics in the game.</p><p></p><p></p><p>1. Melee attacks;</p><p></p><p>Melee and thrown attack roll: str + dex</p><p>Melee/thrown 1H damage str×2</p><p>Melee 2H damage str×3</p><p>Finesse/thrown 1H damage str + dex</p><p>Finesse 2H damage str + dex×2</p><p></p><p></p><p>2. Ranged attack;</p><p></p><p>Ranged attack roll: dex + wis</p><p>Ranged damage bow: str + dex</p><p>Ranged damage crossbow: dex</p><p></p><p></p><p>3. Spell attack/damage/DC;</p><p></p><p>barbarian(if something comes up): con+cha</p><p>cleric: wis+cha</p><p>druid: int+wis</p><p>fighter-EK: int+wis</p><p>monk: con+wis</p><p>paladin: wis+cha</p><p>rogue-AT: int+cha</p><p>ranger: int+wis</p><p>sorcerer: con+cha</p><p>warlock: int+cha</p><p>wizard: int+wis</p><p></p><p></p><p>4. Initiative;</p><p></p><p>dex+int+wis</p><p></p><p></p><p>5. Armor class;</p><p></p><p>dex+int</p><p></p><p></p><p>6. Saving throws;</p><p></p><p>Fortitude(current str&con saves): str+con</p><p>Reflex(current dex saves): dex+int</p><p>Will(current int,wis&cha save): wis+cha</p><p></p><p></p><p>7. skills:</p><p></p><p>Athletics: str+dex</p><p>Acrobatics: str+dex</p><p>Stealth: dex+wis</p><p>Sleight of hand: dex+cha</p><p></p><p>Arcana: int×2</p><p>History: int×2</p><p>Nature: int×2</p><p>Religion: int×2</p><p>Investigation: int+wis</p><p></p><p>animal handling: wis+cha</p><p>insight: int+wis</p><p>Medicine: int+wis</p><p>perception: int+wis</p><p>Survival: int+wis</p><p></p><p>Deception: wis+cha</p><p>intimidation: wis+cha</p><p>performance: wis+cha</p><p>persuation: wis+cha</p><p></p><p></p><p>8. tools:</p><p>this would depend on the tool mostly;</p><p></p><p>thief tools: dex+int</p><p>crafting tools: int+wis</p><p>musical inst: int or wis + cha</p><p>games would be either dex+wis or int+wis or wis+cha, depending on the game.</p><p>some craft tools might replace int or wis with dex. or even str or con if it heavy manual labor involved with the tools.</p><p></p><p></p><p>As an average modifier on abilities (with point buy and racial bonuses) is +1(round down). If we double it will not come even close to +3(unless you play a standard human with 13,13,13,13,13,10 point buy, but this version is aimed at rewarding all around general characters).</p><p></p><p>All we need to do is add +1 to AC/DC(hehe) of monsters if we are too lazy to recalculate DCs with 2 scores included.</p><p>Same goes for attack and damage rolls. +2 damage for 2H attacks</p><p></p><p>If monsters are feeling to weak because of little extra damage from PCs, add 1 or 2 HP per HD.</p><p></p><p>PCs have enough HPs right now, even for this variant.</p></blockquote><p></p>
[QUOTE="Horwath, post: 7970130, member: 6801299"] This idea is simple. To prevent dumping one or two scores for boosting one or two to max without much penalty, why don't we add 2 ability modifier on most mechanics in the game. 1. Melee attacks; Melee and thrown attack roll: str + dex Melee/thrown 1H damage str×2 Melee 2H damage str×3 Finesse/thrown 1H damage str + dex Finesse 2H damage str + dex×2 2. Ranged attack; Ranged attack roll: dex + wis Ranged damage bow: str + dex Ranged damage crossbow: dex 3. Spell attack/damage/DC; barbarian(if something comes up): con+cha cleric: wis+cha druid: int+wis fighter-EK: int+wis monk: con+wis paladin: wis+cha rogue-AT: int+cha ranger: int+wis sorcerer: con+cha warlock: int+cha wizard: int+wis 4. Initiative; dex+int+wis 5. Armor class; dex+int 6. Saving throws; Fortitude(current str&con saves): str+con Reflex(current dex saves): dex+int Will(current int,wis&cha save): wis+cha 7. skills: Athletics: str+dex Acrobatics: str+dex Stealth: dex+wis Sleight of hand: dex+cha Arcana: int×2 History: int×2 Nature: int×2 Religion: int×2 Investigation: int+wis animal handling: wis+cha insight: int+wis Medicine: int+wis perception: int+wis Survival: int+wis Deception: wis+cha intimidation: wis+cha performance: wis+cha persuation: wis+cha 8. tools: this would depend on the tool mostly; thief tools: dex+int crafting tools: int+wis musical inst: int or wis + cha games would be either dex+wis or int+wis or wis+cha, depending on the game. some craft tools might replace int or wis with dex. or even str or con if it heavy manual labor involved with the tools. As an average modifier on abilities (with point buy and racial bonuses) is +1(round down). If we double it will not come even close to +3(unless you play a standard human with 13,13,13,13,13,10 point buy, but this version is aimed at rewarding all around general characters). All we need to do is add +1 to AC/DC(hehe) of monsters if we are too lazy to recalculate DCs with 2 scores included. Same goes for attack and damage rolls. +2 damage for 2H attacks If monsters are feeling to weak because of little extra damage from PCs, add 1 or 2 HP per HD. PCs have enough HPs right now, even for this variant. [/QUOTE]
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Homebrew: Making all abilities more valuable. Adding two abilities to most mechanics.
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