I'm looking to implement this house rule at my table and I am keen for some constructive criticism and objective consideration of loopholes.
The rule:
"When you create your character choose one of the key abilities of your class which is at least 14. That ability is considered to be 20 for the purpose of calculating your attack bonus for an attack power or basic attack that uses that ability. Use the standard ability score for all other purposes, including calculating damage, skills and defences. When you increase the base ability the 20 value also increases by the same amount.
"For example you are playing a 1st level Ranger and you chose Dexterity (normally 16). You can make a ranged basic attack at +5 instead of +3, but you only +3 to damage and reflex defence and +3 to initiative and Stealth. By 8th level you have raised your Dexterity to 18, so you use 22 to determine your attack bonus for Dexterity linked attacks."
Why this rule?
This rule fits the needs of my game. In particular I am trying to:
Cheers,
Wightbred
The rule:
"When you create your character choose one of the key abilities of your class which is at least 14. That ability is considered to be 20 for the purpose of calculating your attack bonus for an attack power or basic attack that uses that ability. Use the standard ability score for all other purposes, including calculating damage, skills and defences. When you increase the base ability the 20 value also increases by the same amount.
"For example you are playing a 1st level Ranger and you chose Dexterity (normally 16). You can make a ranged basic attack at +5 instead of +3, but you only +3 to damage and reflex defence and +3 to initiative and Stealth. By 8th level you have raised your Dexterity to 18, so you use 22 to determine your attack bonus for Dexterity linked attacks."
Why this rule?
This rule fits the needs of my game. In particular I am trying to:
- reduce (but not necessarily eliminate) MAD;
- facilitate playing against type ("races without a +2 to Strength don't make good Fighters because they miss more often"); and
- reduce one-dimensional assigning of abilities ("I must max my attack ability") and make sure my players aren't frustrated by missing because they didn't do this.
Cheers,
Wightbred
Last edited: