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*Dungeons & Dragons
House-ruling 5e: Alternatives to Ability Increases and Healing
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<blockquote data-quote="Blue" data-source="post: 7560024" data-attributes="member: 20564"><p>I know this isn't the advice you are looking for, but I'd playtest the system at a few different tiers of play first to understand the baseline before making sweeping changes.</p><p></p><p>That said, trying to be helpful:</p><p></p><p><u>Healing</u></p><p>You could change it so that you can only spend HD on a long rest, not a short. And take out the auto-ful-HPs after a long rest. HD healing is a lot less in practice then you might think, and you only get back half your HD a night so it's long term attrition. Between those you should get the feel of relying on magical healing of earlier editions.</p><p></p><p><u>Ability Scores</u></p><p>For ability scores, 5e math does assume that generally you'll eventually hit 20 (though 18 is more reasonable then most think), and for some classes where you have a strong secondary ability score they expect you'll get that to a 16+ range. One issue is that some classes trigger off a high prime ability score in more telling ways. A bard with 3 uses of bardic inspiration at high levels is a lot different then one with 5. So just offsetting the growth of it by adding some to proficiency has different effects based on class.</p><p></p><p>It also has further ripples - it makes having a race with a good bonus to your prime ability score required because that's set in stone and will have so much more affect on how your character plays then a bonus to any other ability score. This narrowing of viable concepts I dislike.</p><p></p><p>This is a big mechanical change, but the reason given for making the change isn't mechanical at all, yet will require a mechanical resolution. Just think of this as the natural results of focusing on it, much like a bodybuilder would increase what they could lift. That shift in viewpoint may alleviate this as an issue. Because this will have large shifts in play if removed.</p></blockquote><p></p>
[QUOTE="Blue, post: 7560024, member: 20564"] I know this isn't the advice you are looking for, but I'd playtest the system at a few different tiers of play first to understand the baseline before making sweeping changes. That said, trying to be helpful: [U]Healing[/U] You could change it so that you can only spend HD on a long rest, not a short. And take out the auto-ful-HPs after a long rest. HD healing is a lot less in practice then you might think, and you only get back half your HD a night so it's long term attrition. Between those you should get the feel of relying on magical healing of earlier editions. [U]Ability Scores[/U] For ability scores, 5e math does assume that generally you'll eventually hit 20 (though 18 is more reasonable then most think), and for some classes where you have a strong secondary ability score they expect you'll get that to a 16+ range. One issue is that some classes trigger off a high prime ability score in more telling ways. A bard with 3 uses of bardic inspiration at high levels is a lot different then one with 5. So just offsetting the growth of it by adding some to proficiency has different effects based on class. It also has further ripples - it makes having a race with a good bonus to your prime ability score required because that's set in stone and will have so much more affect on how your character plays then a bonus to any other ability score. This narrowing of viable concepts I dislike. This is a big mechanical change, but the reason given for making the change isn't mechanical at all, yet will require a mechanical resolution. Just think of this as the natural results of focusing on it, much like a bodybuilder would increase what they could lift. That shift in viewpoint may alleviate this as an issue. Because this will have large shifts in play if removed. [/QUOTE]
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House-ruling 5e: Alternatives to Ability Increases and Healing
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