Horwath
Legend
Yes, D&D was played with 6 abilities for 40+ years, but maybe some of them can be removed.
New 4 abilities would be;
This would put equal weight(more or less) on all 4 abilities equally.
now it will be bigger price for tanking any of the scores:
str 8; poor health and all athletics options. Even bookish wizards would aim for str12, which is great as all adventurers have to have some brawn to go around slaying everything.
dex 8; poor AC(I would put penalty to AC even in heavy armor), slow reactions, weak ranged options,
cun 8; "you know nothing Jon Snow", no bonus skills and starting -1 on 14 skill checks and tool usage,
will 8; weak minded coward, target of all mind control, no chance to have any meaningful magical ability. Even pure fighting classes would be afraid to tank this one as it now cover saves for entire "mental" part of the spell saves.
- Constitution; This should be merged with strength. To get big strength score, you need to work out and working out boosts your stamina.
- Charisma; This score is the king of "tanked scores" because tanking cha means almost nothing unless your class is tied mechanically to cha score. all others can have it at 8 at go happily along. Cha should be split between int(now it will be called cunning) and wisdom(now willpower).
New 4 abilities would be;
- Strength(str);
- applies for melee attack and damage,
- thrown attack and damage,
- bonus or penalty to total HPs(as current con),
- carrying capacity,
- armor limitation,
- Fortitude saves(current all str and con saves).
- skills;
athletics.
- Dexterity(dex);
- applies for ranged attack and damage,
- finesse melee weapon attack and damage,
- AC bonus(limited by type of armor),
- Initiative bonus,
- Reflex saves(current dex saves),
- skills;
Acrobatics,
Thievery(current sleight of hands and thief tools),
Stealth,
Thievery(current sleight of hands and thief tools),
Stealth,
- Cunning(cun); your mental finesse and ability to learn new tricks and knowledge. Choice of skills under this ability would define mental aptitude of your character.
- Extra trained skills or tools per point of bonus,
- Extra known languages per point of bonus,
- Skills;
arcana,
history,
investigation,
nature,
religion,
animal handling,
insight,
medicine,
perception,
survival,
deception,
intimidation,
performance,
persuasion,
almost all tools,
history,
investigation,
nature,
religion,
animal handling,
insight,
medicine,
perception,
survival,
deception,
intimidation,
performance,
persuasion,
almost all tools,
- Willpower(will);
- Spellcasting ability for all classes. No matter what is the source of magic you need strong will to bend the raw magical energy to your will. Also defense from all mental control.
- Will saves(all current int,wis and cha saves).
- Forcefull and inspiring part of charisma. I.E. Bardic inspiration, paladins auras, Inspiring leader feat,
This would put equal weight(more or less) on all 4 abilities equally.
now it will be bigger price for tanking any of the scores:
str 8; poor health and all athletics options. Even bookish wizards would aim for str12, which is great as all adventurers have to have some brawn to go around slaying everything.
dex 8; poor AC(I would put penalty to AC even in heavy armor), slow reactions, weak ranged options,
cun 8; "you know nothing Jon Snow", no bonus skills and starting -1 on 14 skill checks and tool usage,
will 8; weak minded coward, target of all mind control, no chance to have any meaningful magical ability. Even pure fighting classes would be afraid to tank this one as it now cover saves for entire "mental" part of the spell saves.
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