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*Dungeons & Dragons
House-ruling 5e: Alternatives to Ability Increases and Healing
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<blockquote data-quote="The Crimson Binome" data-source="post: 7560007" data-attributes="member: 6775031"><p>1) The main benefit of increasing your scores is that it compensates for not cheating at your initial rolls. Back in AD&D, when an 18 made a huge difference and there was no easy way to raise your stats after the initial roll (and race selection), you saw a <em>lot</em> of "natural" 18s. Maybe DMs were less strict, and allowed multiple re-rolls until you got a set that included an 18.</p><p></p><p>The point of being able to increase your stats later is that, assuming you have horrible luck, you can roll a 14 as your high stat and still cap out "where you should be" by the time you're high level. The game is balanced under the assumption that everyone will have +5 in their main stat, sooner or later. Increasing the proficiency bonus would not solve that, because you would end up with wildly varying competencies based on those initial rolls - if you increase proficiency by +2 across the board, so that the math still works when you start with a 16 and never improve it, then the half-orc fighter who rolls well and starts with a 20 will be +2 better at everything they care about, and there's no way for anyone to catch up.</p><p></p><p>If you really wanted to remove those later increases, but also keep things balanced for where they should end up eventually, you might consider granting all of the benefits at level 1. If your class is fighter (I'm assuming you don't use multi-classing), then you get seven +2s (or feats, if you use those) to distribute as normal. It might make the first few levels too easy, but not moreso than if you'd rolled very well, and the higher Con will come in handy given the lack of healing.</p><p></p><p>2) Speaking of healing, I would recommend throwing out hit dice, and just going back to 3E-era healing. Adjust the encounter rate to compensate. Instead of 6-8 encounters per day, maybe go with 3-4, and give them a few days to heal up between active adventuring days. If they have anyone with healing in the party, then they should get back on their feet pretty quickly.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7560007, member: 6775031"] 1) The main benefit of increasing your scores is that it compensates for not cheating at your initial rolls. Back in AD&D, when an 18 made a huge difference and there was no easy way to raise your stats after the initial roll (and race selection), you saw a [I]lot[/I] of "natural" 18s. Maybe DMs were less strict, and allowed multiple re-rolls until you got a set that included an 18. The point of being able to increase your stats later is that, assuming you have horrible luck, you can roll a 14 as your high stat and still cap out "where you should be" by the time you're high level. The game is balanced under the assumption that everyone will have +5 in their main stat, sooner or later. Increasing the proficiency bonus would not solve that, because you would end up with wildly varying competencies based on those initial rolls - if you increase proficiency by +2 across the board, so that the math still works when you start with a 16 and never improve it, then the half-orc fighter who rolls well and starts with a 20 will be +2 better at everything they care about, and there's no way for anyone to catch up. If you really wanted to remove those later increases, but also keep things balanced for where they should end up eventually, you might consider granting all of the benefits at level 1. If your class is fighter (I'm assuming you don't use multi-classing), then you get seven +2s (or feats, if you use those) to distribute as normal. It might make the first few levels too easy, but not moreso than if you'd rolled very well, and the higher Con will come in handy given the lack of healing. 2) Speaking of healing, I would recommend throwing out hit dice, and just going back to 3E-era healing. Adjust the encounter rate to compensate. Instead of 6-8 encounters per day, maybe go with 3-4, and give them a few days to heal up between active adventuring days. If they have anyone with healing in the party, then they should get back on their feet pretty quickly. [/QUOTE]
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House-ruling 5e: Alternatives to Ability Increases and Healing
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