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<blockquote data-quote="Unwise" data-source="post: 6538132" data-attributes="member: 98008"><p>In response to the OP, I have done the following little changes mostly stolen from the PDQ system.</p><p></p><p>1) Bonds etc are replaced with a simple Vice and Virtue. Each PC starts with one of each and can gain another later on through RP in the game. Each time you screw yourself or the party with your vice, you get a use of advantage (or auto-crit if DM feeling kind, or if the Vice really screwed you hard) in accordance with your virtue. E.G. the preacher has "I drink to forget" as his vice, he drinks while he should be on guard duty and fails to see the oncoming ambush. Later on, when preparing an ambush he uses his "Patience to spare" virtue to get an autocrit on his first sniping shot.</p><p></p><p>2) All skills are turned into statements about your character, or aspects. </p><p>So Athletics becomes "I Won a College Football Scholarship". </p><p>Medicine might become "I spent a summer volunteering as a nurse in a war torn area". </p><p>Persuasion could become "A have a knightly bearing". </p><p>Animal handling becomes "I grew up as a cowboy". </p><p></p><p>Not only do these flesh out the character, they apply more broadly than skills do. So a college jock can use his aspect to intimidate nerds, pick up cheerleaders, party with fratboys, as well as all the stuff you would expect from the athletics skill. The cowboy can play the harmonica, lasso stuff, get on well with country folk and rednecks as well as doing all the herding and shodding and stuff you would expect from animal handling.</p><p></p><p>This makes for a far more interesting set of characters, as well as allowing people to do the stuff you would expect them to be able to do. It always seems odd that the Folk Hero ranger is worse at talking to country folks than the city slicking poet. A jock should be able to do streetwise on a college campus. A classically trained wizard should know how to use a library and talk to academics.</p><p></p><p>3) Environmental Abilities - Borrowed from FATE. I am having trouble converting this from my 4e rules. In 4e, each terrain feature could offer a free use of an encounter power based upon it. Its chance to hit would be no less than your normal attack, so as not to discourage cool actions. E.g. The bag of flour would be a 3x3 save vs blinding. Cutting the chandelier might be a 3x3 proning attack. In 4e I had a bank of encounter powers to compare them against to keep things somewhat internally balanced. Given that 5e characters don't have encounter powers of their own, I am struggling to not make these terrain powers always the best option.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6538132, member: 98008"] In response to the OP, I have done the following little changes mostly stolen from the PDQ system. 1) Bonds etc are replaced with a simple Vice and Virtue. Each PC starts with one of each and can gain another later on through RP in the game. Each time you screw yourself or the party with your vice, you get a use of advantage (or auto-crit if DM feeling kind, or if the Vice really screwed you hard) in accordance with your virtue. E.G. the preacher has "I drink to forget" as his vice, he drinks while he should be on guard duty and fails to see the oncoming ambush. Later on, when preparing an ambush he uses his "Patience to spare" virtue to get an autocrit on his first sniping shot. 2) All skills are turned into statements about your character, or aspects. So Athletics becomes "I Won a College Football Scholarship". Medicine might become "I spent a summer volunteering as a nurse in a war torn area". Persuasion could become "A have a knightly bearing". Animal handling becomes "I grew up as a cowboy". Not only do these flesh out the character, they apply more broadly than skills do. So a college jock can use his aspect to intimidate nerds, pick up cheerleaders, party with fratboys, as well as all the stuff you would expect from the athletics skill. The cowboy can play the harmonica, lasso stuff, get on well with country folk and rednecks as well as doing all the herding and shodding and stuff you would expect from animal handling. This makes for a far more interesting set of characters, as well as allowing people to do the stuff you would expect them to be able to do. It always seems odd that the Folk Hero ranger is worse at talking to country folks than the city slicking poet. A jock should be able to do streetwise on a college campus. A classically trained wizard should know how to use a library and talk to academics. 3) Environmental Abilities - Borrowed from FATE. I am having trouble converting this from my 4e rules. In 4e, each terrain feature could offer a free use of an encounter power based upon it. Its chance to hit would be no less than your normal attack, so as not to discourage cool actions. E.g. The bag of flour would be a 3x3 save vs blinding. Cutting the chandelier might be a 3x3 proning attack. In 4e I had a bank of encounter powers to compare them against to keep things somewhat internally balanced. Given that 5e characters don't have encounter powers of their own, I am struggling to not make these terrain powers always the best option. [/QUOTE]
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