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House-ruling 5e: Alternatives to Ability Increases and Healing
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<blockquote data-quote="Bacon Bits" data-source="post: 7560015" data-attributes="member: 6777737"><p>1) If you disagree with ASIs, then I'd suggest simply limiting your players from improving any one ability score more than once. For example, you might increase strength from 17 to 19, but you can't increase it beyond that. Alternately (or even additionally), you might consider limiting the maximum ability score to be 18 instead of 20. Or you could consider introducing class-based ability score restrictions or maximums. That is, a Fighter ASI can improve Str, Dex, and Con, a Paladin ASI can improve Str, Cha, and Wis, or a Fighter can improve only Str, Dex, and Con above 16, etc. The vast majority of players are going to begin play with a 16 or better in their class's primary ability score. This should minimize the amount of math changes you get. My only concern would be for the Fighter, since that class's entire schtick is lots of ASIs.</p><p></p><p>Mathmatically, as long as your players can get to an 18 in their primary stat then I wouldn't have any hesitation about restricting ASIs having a real impact on the game.</p><p></p><p>Edit: The other alternative is to re-introduce weapons up to +5 enhancement, and you should plan on giving out at least +1 weapons before level ~8 and +2 weapons before level ~14. That's the baseline. If you want to give out real rewards, then, you'll have to give out +3 or better items.</p><p></p><p>2) The primary issue is that both damage and hit point values have increased significantly because armor class doesn't scale anymore, and magic resistance isn't nearly as absurd. Nearly every damage roll and hit point roll adds an ability modifier to them. That's like adding an extra die of damage to every roll. A Fighter with 20 Strength hitting with a +2 Greatsword does an equivalent of 4d6 damage every attack, but you kind of need it because at high level a monster's survivability is almost entirely due to it's hit point total. That's the major defense at high level now.</p><p></p><p>There are many optional rules to limit resting. One common one is that you're not allowed to long rest in a dungeon or (more commonly) you're not allowed to long rest while you're travelling. Others say that you can only long rest if you're suitably comfortable, which basically requires at least an inn to sleep in and recuperate. This means that your hit dice become your entire adventuring day healing. You could easily say that if you're not at an inn when you long rest you don't recover hit points or hit dice.</p><p></p><p>Personally, I don't have a problem with how healing works in 5e. I find it just eliminates a lot of extra bookkeeping and uninteresting drudgery. I strongly, strongly recommend you play the game as is for awhile before you consider changing this. At least when we played 3e, the first thing the party did was pool enough money to buy a wand of cure light wounds. In actual play, 5e's healing rules just eliminate the need to do that, and it's a better game for it.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7560015, member: 6777737"] 1) If you disagree with ASIs, then I'd suggest simply limiting your players from improving any one ability score more than once. For example, you might increase strength from 17 to 19, but you can't increase it beyond that. Alternately (or even additionally), you might consider limiting the maximum ability score to be 18 instead of 20. Or you could consider introducing class-based ability score restrictions or maximums. That is, a Fighter ASI can improve Str, Dex, and Con, a Paladin ASI can improve Str, Cha, and Wis, or a Fighter can improve only Str, Dex, and Con above 16, etc. The vast majority of players are going to begin play with a 16 or better in their class's primary ability score. This should minimize the amount of math changes you get. My only concern would be for the Fighter, since that class's entire schtick is lots of ASIs. Mathmatically, as long as your players can get to an 18 in their primary stat then I wouldn't have any hesitation about restricting ASIs having a real impact on the game. Edit: The other alternative is to re-introduce weapons up to +5 enhancement, and you should plan on giving out at least +1 weapons before level ~8 and +2 weapons before level ~14. That's the baseline. If you want to give out real rewards, then, you'll have to give out +3 or better items. 2) The primary issue is that both damage and hit point values have increased significantly because armor class doesn't scale anymore, and magic resistance isn't nearly as absurd. Nearly every damage roll and hit point roll adds an ability modifier to them. That's like adding an extra die of damage to every roll. A Fighter with 20 Strength hitting with a +2 Greatsword does an equivalent of 4d6 damage every attack, but you kind of need it because at high level a monster's survivability is almost entirely due to it's hit point total. That's the major defense at high level now. There are many optional rules to limit resting. One common one is that you're not allowed to long rest in a dungeon or (more commonly) you're not allowed to long rest while you're travelling. Others say that you can only long rest if you're suitably comfortable, which basically requires at least an inn to sleep in and recuperate. This means that your hit dice become your entire adventuring day healing. You could easily say that if you're not at an inn when you long rest you don't recover hit points or hit dice. Personally, I don't have a problem with how healing works in 5e. I find it just eliminates a lot of extra bookkeeping and uninteresting drudgery. I strongly, strongly recommend you play the game as is for awhile before you consider changing this. At least when we played 3e, the first thing the party did was pool enough money to buy a wand of cure light wounds. In actual play, 5e's healing rules just eliminate the need to do that, and it's a better game for it. [/QUOTE]
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House-ruling 5e: Alternatives to Ability Increases and Healing
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