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Making a 5E Variant I *Want* To Play (+thread)
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<blockquote data-quote="DND_Reborn" data-source="post: 8036684" data-attributes="member: 6987520"><p>Yes, getting away from cantrips for attacking all the time is also a priority.</p><p></p><p>True, it isn't "half the time" (ya caught me! lol) but it is a close approximation. What <em>really</em> happens is lower ACs are still pretty easy to hit (you might hit 64% of the time instead of 80%, for instance), but higher ACs are much harder, meaning a great AC really counts for more, which is also something I wanted (for instance instead of hitting 40%, you only hit 16%--less than half the time actually). Over all the "half the time" seemed good for a grasp of the concept idea.</p><p></p><p>I wouldn't want to ignore CON bonuses because for some creatures that is a lot, and generally just doing half HP is an easy calculation I can do on the fly if I have to. In general, the overall effect is to speed up combat and more often than not the number of rounds stays roughly the same or does decrease a bit.</p><p></p><p>Personally, I am ok with healing staying the same as far as the dice go even though PCs et al. have lower HP. It will free up slots for other uses and after my other thread on too much healing, I'll probably switch to a grittier style as well, so healing will be more vital then.</p><p></p><p>As far as the ASI option, 90% of the time our group just takes feats anyway, maybe grabbing a +1 ASI when they can. Capping the ability scores at 18 also means spending ASI will get them "maxed out" faster anyway, so feats will be all that is left if they want them.</p><p></p><p>Thanks for the feedback! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8036684, member: 6987520"] Yes, getting away from cantrips for attacking all the time is also a priority. True, it isn't "half the time" (ya caught me! lol) but it is a close approximation. What [I]really[/I] happens is lower ACs are still pretty easy to hit (you might hit 64% of the time instead of 80%, for instance), but higher ACs are much harder, meaning a great AC really counts for more, which is also something I wanted (for instance instead of hitting 40%, you only hit 16%--less than half the time actually). Over all the "half the time" seemed good for a grasp of the concept idea. I wouldn't want to ignore CON bonuses because for some creatures that is a lot, and generally just doing half HP is an easy calculation I can do on the fly if I have to. In general, the overall effect is to speed up combat and more often than not the number of rounds stays roughly the same or does decrease a bit. Personally, I am ok with healing staying the same as far as the dice go even though PCs et al. have lower HP. It will free up slots for other uses and after my other thread on too much healing, I'll probably switch to a grittier style as well, so healing will be more vital then. As far as the ASI option, 90% of the time our group just takes feats anyway, maybe grabbing a +1 ASI when they can. Capping the ability scores at 18 also means spending ASI will get them "maxed out" faster anyway, so feats will be all that is left if they want them. Thanks for the feedback! :) [/QUOTE]
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