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<blockquote data-quote="Einlanzer0" data-source="post: 6936225" data-attributes="member: 6788934"><p>I actually came up with a variant mechanics for Inspiration and Hero Points (which I feel need to be polished anyway) that use charisma and intelligence respectively a while back, which I may still playtest. The base mechanic is swapped between them for better thematic consistency (TP grants advantage, Inspiration grants bonus die)</p><p></p><p>Tactical Points (replaces Hero Points) </p><p>Characters have TP equal to 2+ int modifier. Used as a bonus action to gain advantage or remove disadvantage. </p><p>Recover at a rate of 1/2 per long rest, like with HD</p><p>They can be permanently scarified to gain +2 savant bonus to any skill or tool (whether proficient or not). This simulates the "knowledgeable" version of Intelligence over the "quick thinking" version and gives players the ability to dump their TP if they don't want to mess with them.</p><p></p><p>Inspiration </p><p>Still awarded by DMs, still a binary (cannot be stacked)</p><p>When inspiration is used, allies in vicinity make a d20 roll using the user's cha modifier (DC 15). On pass, they become inspired</p><p>Can only become inspired a maximum of once per long rest</p><p>It can be saved as long as desired</p><p>Used to add d6 to any die roll.</p><p></p><p>Honestly, I'm not too worried about the impacts these have on their respective classes. You could make the argument that Wizards are "gimped" (I know they aren't, really) because their primary stat is so mediocre compared to others. A lot of the wizard's apparent power comes from DM mismanagement (allowing too many long rests, for example). It's something to keep an eye on, but not knee-jerk react to just from re-balancing the attribute itself.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 6936225, member: 6788934"] I actually came up with a variant mechanics for Inspiration and Hero Points (which I feel need to be polished anyway) that use charisma and intelligence respectively a while back, which I may still playtest. The base mechanic is swapped between them for better thematic consistency (TP grants advantage, Inspiration grants bonus die) Tactical Points (replaces Hero Points) Characters have TP equal to 2+ int modifier. Used as a bonus action to gain advantage or remove disadvantage. Recover at a rate of 1/2 per long rest, like with HD They can be permanently scarified to gain +2 savant bonus to any skill or tool (whether proficient or not). This simulates the "knowledgeable" version of Intelligence over the "quick thinking" version and gives players the ability to dump their TP if they don't want to mess with them. Inspiration Still awarded by DMs, still a binary (cannot be stacked) When inspiration is used, allies in vicinity make a d20 roll using the user's cha modifier (DC 15). On pass, they become inspired Can only become inspired a maximum of once per long rest It can be saved as long as desired Used to add d6 to any die roll. Honestly, I'm not too worried about the impacts these have on their respective classes. You could make the argument that Wizards are "gimped" (I know they aren't, really) because their primary stat is so mediocre compared to others. A lot of the wizard's apparent power comes from DM mismanagement (allowing too many long rests, for example). It's something to keep an eye on, but not knee-jerk react to just from re-balancing the attribute itself. [/QUOTE]
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