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Making Abilities More Meaningful in 5E
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<blockquote data-quote="rjfTrebor" data-source="post: 5906201" data-attributes="member: 6672108"><p>am i the only person that really hates the idea of followers? if you thought pet classes took a lot of time out of the game, imagine a guy whose turn consists of himself and twelve henchmen.</p><p></p><p>i also think the traditional adventuring party feel of dnd would be broken if several of the party members had a whole payroll of guys follow them around.</p><p></p><p>Charisma</p><p></p><p>10-12: classic 0-1 bonus to social skills</p><p>13-14: 1-2 bonus to checks and you get to pick a social perk (reroll one charisma based check once per encounter or something similar)</p><p>15-16: 2-3 bonus to checks and you get an additional social skill and can maybe take 10 at certain checks</p><p>17-18: traditional 3-4 bonus and you get another bonus social skill, and maybe some kind of second tier version of a skill you already have EX.</p><p>Improved Bluff: you can choose to reroll bluff checks but you must take the second result even if it's lower.</p><p></p><p>these are just some ideas of how i'd like to see charisma handled, i don't want it to just become the "groupie stat."</p></blockquote><p></p>
[QUOTE="rjfTrebor, post: 5906201, member: 6672108"] am i the only person that really hates the idea of followers? if you thought pet classes took a lot of time out of the game, imagine a guy whose turn consists of himself and twelve henchmen. i also think the traditional adventuring party feel of dnd would be broken if several of the party members had a whole payroll of guys follow them around. Charisma 10-12: classic 0-1 bonus to social skills 13-14: 1-2 bonus to checks and you get to pick a social perk (reroll one charisma based check once per encounter or something similar) 15-16: 2-3 bonus to checks and you get an additional social skill and can maybe take 10 at certain checks 17-18: traditional 3-4 bonus and you get another bonus social skill, and maybe some kind of second tier version of a skill you already have EX. Improved Bluff: you can choose to reroll bluff checks but you must take the second result even if it's lower. these are just some ideas of how i'd like to see charisma handled, i don't want it to just become the "groupie stat." [/QUOTE]
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Making Abilities More Meaningful in 5E
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