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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="Ruin Explorer" data-source="post: 7970147" data-attributes="member: 18"><p>Re: "Why don't we" I think the simple answer is that "if we do we have to redo the math on virtually every element of the game, and create dozens of derived stats where previously we could use stats directly". A good example is initiative. Previously that was just DEX plus the odd weird bonus. Now we need to go through and add all three stats together for every single monster in the game and create a derived stat of "initiative" (which monsters don't usually have - only if they have mods to it do they have it, typically).</p><p></p><p>We also need to re-examine tons and tons of stuff in the game. For example. making AC mod be DEX + INT seems okay (if weird in that a Wizard is likely to be as good at dodging as a Rogue, possibly better), but what about, say, Barbarians, who currently derive AC from CON + DEX? Or Monks with WIS + DEX? Keeping them on that is unfair, because previously that was an advantage. So they go to maybe 2xCON + DEX and WIS + 2xDEX or something?</p><p></p><p>But you have to make dozens, maybe hundreds of decisions like that. You have to hunt down and find abilities that let you add stat mods to stuff that you normally don't, and decide what to do with them. Like, if a class lets you add WIS or CHA to your Initiative (I think both can happen), does it change to 2x that stat, or not change, or 3x that stat (which would be the only way it was "equal" to it's previous relative value).</p><p></p><p>I haven't carefully considered the combat implications, but I'm pretty sure they're going to be pretty extreme, and open up wild new exploits and ways to do vastly more damage than before.</p><p></p><p>In short we don't do it because it breaks the math of the entire game, and requires fiddling with hundreds of abilities throughout the game, as well as recalculating every monster in the game. I do see you allow for people being too lazy for the latter, but your mods are WAY too small, because PCs don't have +1 on their actual primary stats, and will now be optimizing differently and having even bigger bonuses than before.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7970147, member: 18"] Re: "Why don't we" I think the simple answer is that "if we do we have to redo the math on virtually every element of the game, and create dozens of derived stats where previously we could use stats directly". A good example is initiative. Previously that was just DEX plus the odd weird bonus. Now we need to go through and add all three stats together for every single monster in the game and create a derived stat of "initiative" (which monsters don't usually have - only if they have mods to it do they have it, typically). We also need to re-examine tons and tons of stuff in the game. For example. making AC mod be DEX + INT seems okay (if weird in that a Wizard is likely to be as good at dodging as a Rogue, possibly better), but what about, say, Barbarians, who currently derive AC from CON + DEX? Or Monks with WIS + DEX? Keeping them on that is unfair, because previously that was an advantage. So they go to maybe 2xCON + DEX and WIS + 2xDEX or something? But you have to make dozens, maybe hundreds of decisions like that. You have to hunt down and find abilities that let you add stat mods to stuff that you normally don't, and decide what to do with them. Like, if a class lets you add WIS or CHA to your Initiative (I think both can happen), does it change to 2x that stat, or not change, or 3x that stat (which would be the only way it was "equal" to it's previous relative value). I haven't carefully considered the combat implications, but I'm pretty sure they're going to be pretty extreme, and open up wild new exploits and ways to do vastly more damage than before. In short we don't do it because it breaks the math of the entire game, and requires fiddling with hundreds of abilities throughout the game, as well as recalculating every monster in the game. I do see you allow for people being too lazy for the latter, but your mods are WAY too small, because PCs don't have +1 on their actual primary stats, and will now be optimizing differently and having even bigger bonuses than before. [/QUOTE]
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Homebrew: Making all abilities more valuable. Adding two abilities to most mechanics.
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