Melee, Ranged, Magic Attack Rolls & Powers

ren1999

First Post
Here is what I propose for 5E.

A melee attack roll should be

1d20 + attacker's strength modifier + 1/2 levels
+/- situation modifiers
versus
defender's armor class + 1/2 levels

A ranged attack roll should be

1d20 + attacker's dexterity modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's dexterity modifier + 1/2 levels

A magic attack roll should be

1d20 + attacker's intelligence modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's intelligence modifier + 1/2 levels

Pathfinder's and 4th Edition's system doesn't have to be that complex.
Do away with Fortitude, Reflex and Will and just rely on 10+strength modifier, dexterity modifier, or intelligence modifier + 1/2 the total levels if a multi-classed character.

5th edition really needs to do away with redundant powers.
Feats, Rituals, Utilities, Powers, Exploits, Skills, Senses, etc. all need to be grouped under about 4 class powers.

Opportunity, Triggered, and all the other names for taking actions outside the character's turn need to be combined into one thing "Triggered Actions".

We need to get creative with them and really increase their worth during encounter combat.
 

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meh...No Thanks.

A melee attack roll should be

1d20 + attacker's strength modifier + 1/2 levels
+/- situation modifiers
versus
defender's armor class + 1/2 levels

Even in the real world, Stength is not the only contributor to a melee attack. Dexterity and Intelligence are just as equally important, and therefore should be available for use also. That allows for Agile Heroes and Intelligent Heroes - Fictional Archetypes that many will want to emulate in the game, but would be unable to with your proposed restriction.

However, I do like the idea of adding a level bonus to AC/Defense. Characters should get better at defending themselves as they progress, without only relying on Armor.

A ranged attack roll should be

1d20 + attacker's dexterity modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's dexterity modifier + 1/2 levels

Again, I think Intelligence is just as important, and should also be available for use.

And, unlike with melee attacks, I don't think there should be an increase in defense ability for level vs. some ranged attacks. Knives and thrown objects: Yes. Bows: No. One cannot, no matter how talented one is, dodge an arrow. Shields can protect against arrows, but that's cover or armor, not parrying or active defense.

A magic attack roll should be

1d20 + attacker's intelligence modifier + 1/2 levels
+/- situation modifiers
versus
10 + defender's intelligence modifier + 1/2 levels

That's well and good for spells involving mental effects (hypnotism, charm, etc.), but not for spells involving physical effects/attacks (such as fireballs, rays, cones, magic missiles, etc.). The appropriate ability, based on the type of attack, should be used - and shouldn't be limited to just Intelligence.

Pathfinder's and 4th Edition's system doesn't have to be that complex.
Do away with Fortitude, Reflex and Will and just rely on 10+strength modifier, dexterity modifier, or intelligence modifier + 1/2 the total levels if a multi-classed character.

I agree with this, though this is basically what Monte and company have already been talking about doing.

5th edition really needs to do away with redundant powers.
Feats, Rituals, Utilities, Powers, Exploits, Skills, Senses, etc. all need to be grouped under about 4 class powers.

I can understand not wanting the complexity of all these different subsystems. And Monte and Company are already working on ways to make the core system much more simple, and have the above stuff be levels of complexity one can add if one wants.

But the things you listed are hardly redundant. They may have aspects that overlap eachother a bit, but that's complimentary, not redundant.

Redundant describes two or more thing that accomplish the same purpose, and that's not the case with those subsystems/mechanics. Similar and complimentary is not the equivalent of "same".

Opportunity, Triggered, and all the other names for taking actions outside the character's turn need to be combined into one thing "Triggered Actions".

We need to get creative with them and really increase their worth during encounter combat.

Okay. I'm fine with this, though it only impacts those that use a complexity mix that incorporates these concepts (which I likely won't). The core system may or may not even use these concepts/mechanics. But, I see no problem with this.

B-)
 

What should the defense bonuses be for a player that goes into a "defense mode", instead of doing an attack?

(IIRC, "defense mode" in 4E adds +2 to all defenses until the player's next turn).
 

Im not sure I like anything about what the OP suggested. To me one of the most exciting things proposed so far is flattened number growth, so having people suggested we stick with ever inflating numbers is just a turn off.
 

And, unlike with melee attacks, I don't think there should be an increase in defense ability for level vs. some ranged attacks. Knives and thrown objects: Yes. Bows: No. One cannot, no matter how talented one is, dodge an arrow. Shields can protect against arrows, but that's cover or armor, not parrying or active defense.
Wrong. I've seen it done. Well, deflecting them rather than dodging them, but that was in a space about the size of a boxing ring. (Needless to say, this was at a martial arts demo.)
 

Wrong. I've seen it done. Well, deflecting them rather than dodging them, but that was in a space about the size of a boxing ring. (Needless to say, this was at a martial arts demo.)

Sure, at a preset range (so timing can be controlled) and when you're ready for it. Both of which are things that a real combat environment usually doesn't provide.;)

But Yeah, I've seen it done also. I remember when I was a kid and I saw a guy on That's Incredible! who could catch arrows. It was a pretty cool trick.




*Oooops...mentioning that one used to watch That's Incredible! is one of those age indicators. Remember that show...? Mmmmm...Cathy Lee Crosby...:D
 

All attacks should be rolled. Different classes should use different modifiers. Appropriate modules should exist to allow rolled saves or NADs. In the case of rolled saves, there should be some system for rolled saves against non-magical attacks, rolled parry, dodge, ect...
 

1. I hope they get rid of X or Y as ability modifier for everything by default. Your reflexes depend on your dexterity. (Class features for changing the default are fine.)

2. I hope single-target spells like rays use an attack roll and area spells a saving throw. That's the best of both worlds.

3. I hope they reduce damage and defense progression. That way you hit more often at high levels, so there's a feeling of growth, but combats still take as long because you need more hits to kill anyone. This would also mean lower level threats stay more relevant.

4. I hope triggered actions will be rarer, not more common. They slow combat resolution down significantly.
 

Ah, you mean if a Rogue looks for the exposed areas in the armor and exploits that, the rogue's dexterity modifier should be used instead of strength. I'll agree with that.

Also, in charm related magic, the charisma modifier could be used.
 

Sure, at a preset range (so timing can be controlled) and when you're ready for it. Both of which are things that a real combat environment usually doesn't provide.;)

But Yeah, I've seen it done also. I remember when I was a kid and I saw a guy on That's Incredible! who could catch arrows. It was a pretty cool trick.




*Oooops...mentioning that one used to watch That's Incredible! is one of those age indicators. Remember that show...? Mmmmm...Cathy Lee Crosby...:D
I watched TI too, but that was a couple of decades after the demo I was talking about! :erm:

The point I was trying to make, but obviously failed to, was that at longer ranges the ability to dodge arrows is easier than at the short ranges those demos took place at.

However, I've always thought that shields ought to be a lot better than they are in D&D. (Of course, then you've got the whole 'easy' to break thing to deal with...)
 

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