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General Tabletop Discussion
*Dungeons & Dragons
House-ruling 5e: Alternatives to Ability Increases and Healing
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<blockquote data-quote="Kupursk" data-source="post: 7560065" data-attributes="member: 6986037"><p>That's very much true. </p><p></p><p>In earlier editions most of the numerical values came directly from class (THAC0 or Base Attack, % based Thief skills in 2e, Skill ranks in general in 3e), with the contribution from abilities being much smaller. In 5e the ability modifier a lot more relevant to your checks, so making for instance a high-Int low-Str Fighter just because you want to, will be a bigger drawback to your class than in 2e or 3e. (Or at least I suppose so, haven't really tried yet to know for certain.)</p><p></p><p>But that's why I was hoping for a house-rule that could compensate for the lack of higher ability scores and still be viable.</p><p></p><p>Reading your comment gave me a weird new idea, though... I could keep the "increases" but only raise the modifier and not the ability score. For example:</p><p>* Fighter starts at Str 16 (+3)</p><p>* At the appropriate level he receives a +1 increase to one modifier instead of +2 to an ability score.</p><p>* He choses Str and now has a value of 16 (+4)</p><p>* For most relevant class-related checks he'd use the increased modifier: to-hit, damage, athletics, etc.</p><p>* However when checking for raw brute strength (like lifting a big rock) or to calculate Encumbrance, he'd still only use the original 1d20+3 from his Str 16.</p><p></p><p>Basically whenever making a pure attribute check, use the original value with its original modifier (equivalent of rolling-under for general ability checks in 2e). And whenever the ability is used to modify a skill, attack, DC or whatever, use the increased modifier instead.</p><p></p><p>Any thoughts on this idea?</p></blockquote><p></p>
[QUOTE="Kupursk, post: 7560065, member: 6986037"] That's very much true. In earlier editions most of the numerical values came directly from class (THAC0 or Base Attack, % based Thief skills in 2e, Skill ranks in general in 3e), with the contribution from abilities being much smaller. In 5e the ability modifier a lot more relevant to your checks, so making for instance a high-Int low-Str Fighter just because you want to, will be a bigger drawback to your class than in 2e or 3e. (Or at least I suppose so, haven't really tried yet to know for certain.) But that's why I was hoping for a house-rule that could compensate for the lack of higher ability scores and still be viable. Reading your comment gave me a weird new idea, though... I could keep the "increases" but only raise the modifier and not the ability score. For example: * Fighter starts at Str 16 (+3) * At the appropriate level he receives a +1 increase to one modifier instead of +2 to an ability score. * He choses Str and now has a value of 16 (+4) * For most relevant class-related checks he'd use the increased modifier: to-hit, damage, athletics, etc. * However when checking for raw brute strength (like lifting a big rock) or to calculate Encumbrance, he'd still only use the original 1d20+3 from his Str 16. Basically whenever making a pure attribute check, use the original value with its original modifier (equivalent of rolling-under for general ability checks in 2e). And whenever the ability is used to modify a skill, attack, DC or whatever, use the increased modifier instead. Any thoughts on this idea? [/QUOTE]
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House-ruling 5e: Alternatives to Ability Increases and Healing
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