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<blockquote data-quote="simonb530" data-source="post: 7109035" data-attributes="member: 6798486"><p>Sorry that my formatting screwed up quoting, but thanks for fixing it. Anyway on to your comments:</p><p></p><p>Bonus Feat: I do like the idea of just giving them the skill proficiency (not expertise) and the additional usage of the skill</p><p></p><p>Monk: I haven't played a monk personally but a friend of mine seemed like he always had a hard time, but that was also before he realized stunning strike (we were lv 9 before he used it lol). So, yeah it probably is fine at a d8.</p><p></p><p>Spells: The main reason I want to allow concentration on two spells is to allow those low level spell (bless, fog cloud, faerie fire) to be relevant at higher levels. So to instill that idea a little bit better here is variant idea: The pc could concentrate up two spells at once, whose total spell levels aren’t greater than the highest spell slot you can cast. I feel this give a little bit of flexibility without breaking the game. For instance if the pc wanted to cast fly (3rd lv spell) and invisibility (2 lv spell) they would have to have a 5 lv spell slot, but they wouldn't be able to concentrate on two spells if they wanted to cast Dominate Person (5th lv spell)</p><p></p><p>Long Rest: Agree meant to add that.</p><p></p><p>Skill Checks: This could be more how our group plays, but if character wishes to investigate a device but fails. Then another pc would step up and try it. If you have a group of 5 chances are at least one person would pass the check even if that arent proficient in the skill. </p><p></p><p>Death Saves: We don't have enemies continuously attacking pc that have fallen "unconscious". I just used this rule because most of the time someone would be fine after three rounds but no one checks on them or the crit fail then the party rushes to them. This is mostly to prevent meta-gaming.</p><p></p><p>Exhaustion: Adding exhaustion was to prevent they are healed 1hp rush into combat. Downed in one hit and healed 1hp (I'm guilt of doing this as well). Although this doesn't happen too much with my group we tend to forget that retreating is an option. I would say you could remove a lv exhaustion for 1 hit die during a short rest.</p><p></p><p>My intention is to make the hit die more useful in different scenarios but keeping it a limited resource. </p><p> You can only gain the short rest effect (resetting abilities for fighter, warlock, etc) if you can spend a hit die</p><p> You only gain hit die from long rest, which then requires spending them or healing from some other means</p><p> You can spend 1 hit die to remove a level of exhaustion gained from dropping to zero</p><p> Accelerated Recovery use you could use the cantrip and heal everyone to their max (baring they have the hit die), but they can not benefit from the short rest effect. </p><p></p><p></p><p></p><p></p><p></p><p>I known in 5e you really don't need to increase the strength of the pc, but I always like to add a rule to try and make something that was weak relative.</p><p></p><p></p><p></p><p></p><p>I do like the thematic of it. That you specialize in a school which allows you concentrate on two spell, but I think that would really push certain traditions to be more useful than others.</p></blockquote><p></p>
[QUOTE="simonb530, post: 7109035, member: 6798486"] Sorry that my formatting screwed up quoting, but thanks for fixing it. Anyway on to your comments: Bonus Feat: I do like the idea of just giving them the skill proficiency (not expertise) and the additional usage of the skill Monk: I haven't played a monk personally but a friend of mine seemed like he always had a hard time, but that was also before he realized stunning strike (we were lv 9 before he used it lol). So, yeah it probably is fine at a d8. Spells: The main reason I want to allow concentration on two spells is to allow those low level spell (bless, fog cloud, faerie fire) to be relevant at higher levels. So to instill that idea a little bit better here is variant idea: The pc could concentrate up two spells at once, whose total spell levels aren’t greater than the highest spell slot you can cast. I feel this give a little bit of flexibility without breaking the game. For instance if the pc wanted to cast fly (3rd lv spell) and invisibility (2 lv spell) they would have to have a 5 lv spell slot, but they wouldn't be able to concentrate on two spells if they wanted to cast Dominate Person (5th lv spell) Long Rest: Agree meant to add that. Skill Checks: This could be more how our group plays, but if character wishes to investigate a device but fails. Then another pc would step up and try it. If you have a group of 5 chances are at least one person would pass the check even if that arent proficient in the skill. Death Saves: We don't have enemies continuously attacking pc that have fallen "unconscious". I just used this rule because most of the time someone would be fine after three rounds but no one checks on them or the crit fail then the party rushes to them. This is mostly to prevent meta-gaming. Exhaustion: Adding exhaustion was to prevent they are healed 1hp rush into combat. Downed in one hit and healed 1hp (I'm guilt of doing this as well). Although this doesn't happen too much with my group we tend to forget that retreating is an option. I would say you could remove a lv exhaustion for 1 hit die during a short rest. My intention is to make the hit die more useful in different scenarios but keeping it a limited resource. You can only gain the short rest effect (resetting abilities for fighter, warlock, etc) if you can spend a hit die You only gain hit die from long rest, which then requires spending them or healing from some other means You can spend 1 hit die to remove a level of exhaustion gained from dropping to zero Accelerated Recovery use you could use the cantrip and heal everyone to their max (baring they have the hit die), but they can not benefit from the short rest effect. I known in 5e you really don't need to increase the strength of the pc, but I always like to add a rule to try and make something that was weak relative. I do like the thematic of it. That you specialize in a school which allows you concentrate on two spell, but I think that would really push certain traditions to be more useful than others. [/QUOTE]
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