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<blockquote data-quote="YRUSirius" data-source="post: 5933729" data-attributes="member: 62341"><p>In the same vein, I'd let the PCs make every roll in the game. NPC always use static numbers for their attacks, ability checks (maybe not perception checks because of the rogue's skill mastery), saves and defenses.</p><p></p><p>For example: A goblin has a melee shortsword 11 attack (1W6+1), PCs have to make an AC roll (AC becomes a bonus, -10). If characters want to attack with a spell they roll their magic ability attack against the NPCs static ability stat (ability bonus +10). No save required for NPCs on the DM's side. Etc, etc.</p><p></p><p></p><p></p><p></p><p>I was contemplating making <em>Magic Missile</em> an Intelligence check vs. AC with 1d6 + Int mod force damage. No additional missiles. I'd also make the cleric's spell <em>Radiant Lance</em> a 1d6 + Wis mod spell. In my version Ray of Frost would slow down an opponent's speed to 10 feet instead of 0 feet. Shocking grasp may only do 1d6 + Int mod damage too. Nerf the at-will damage spells a bit.</p><p></p><p></p><p></p><p></p><p>I'd keep medium armor but would increase the AC bonus of heavy armor by +1 AC. I kinda like three different types of armor.</p><p></p><p></p><p></p><p>Some Additional ideas:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Make the fighter's surge, the halfing's luck, the rogue's knack features and maybe the cleric's channel divinity per short rest features instead of per day. Maybe give them more uses per short rest if they level up.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Give humans the halfling's luck feature and give halfings something like their 4E racial power; Lucky Dodge: Once per short rest, if an attack hits the halfling, he can impose a disadvantage on this attack, even if the attack already hit. I like humans to be the lucky guys that can trick destiny if they want to. Maybe give elves their 4E racial feature; Accuracy of the elves: Once per short rest, if an attack misses, the elf can gain advantage on his attack, even if the attack already missed (might make them excel at being a rogue; think I'm okay with that, I like Dragon Age elves <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</li> </ul><p></p><ul> <li data-xf-list-type="ul">Give starting classes three times their max hit dice value + Con mod instead of the constitution value + their rolled hit dice. I like my wizards a lot squishier than the cleric.</li> </ul><p></p><ul> <li data-xf-list-type="ul">If the fighter tries to improvise a combat maneuver (I want to disarm a goblin, etc.) with his weapon in his hand I'd let him make an attack contest instead of a Str contest. This way the fighter could use his 'superior' attack bonus he gets from his class for more interesting combat options (trip, push, bullrush, disarm, sunder, etc). High level class features could give him advantage on specific 'attack contests'.</li> </ul><p></p><p></p><p></p><p></p><p>-YRUSirius</p></blockquote><p></p>
[QUOTE="YRUSirius, post: 5933729, member: 62341"] In the same vein, I'd let the PCs make every roll in the game. NPC always use static numbers for their attacks, ability checks (maybe not perception checks because of the rogue's skill mastery), saves and defenses. For example: A goblin has a melee shortsword 11 attack (1W6+1), PCs have to make an AC roll (AC becomes a bonus, -10). If characters want to attack with a spell they roll their magic ability attack against the NPCs static ability stat (ability bonus +10). No save required for NPCs on the DM's side. Etc, etc. I was contemplating making [I]Magic Missile[/I] an Intelligence check vs. AC with 1d6 + Int mod force damage. No additional missiles. I'd also make the cleric's spell [I]Radiant Lance[/I] a 1d6 + Wis mod spell. In my version Ray of Frost would slow down an opponent's speed to 10 feet instead of 0 feet. Shocking grasp may only do 1d6 + Int mod damage too. Nerf the at-will damage spells a bit. I'd keep medium armor but would increase the AC bonus of heavy armor by +1 AC. I kinda like three different types of armor. Some Additional ideas: [LIST] [*]Make the fighter's surge, the halfing's luck, the rogue's knack features and maybe the cleric's channel divinity per short rest features instead of per day. Maybe give them more uses per short rest if they level up. [/LIST] [LIST] [*]Give humans the halfling's luck feature and give halfings something like their 4E racial power; Lucky Dodge: Once per short rest, if an attack hits the halfling, he can impose a disadvantage on this attack, even if the attack already hit. I like humans to be the lucky guys that can trick destiny if they want to. Maybe give elves their 4E racial feature; Accuracy of the elves: Once per short rest, if an attack misses, the elf can gain advantage on his attack, even if the attack already missed (might make them excel at being a rogue; think I'm okay with that, I like Dragon Age elves :D). [/LIST] [LIST] [*]Give starting classes three times their max hit dice value + Con mod instead of the constitution value + their rolled hit dice. I like my wizards a lot squishier than the cleric. [/LIST] [LIST] [*]If the fighter tries to improvise a combat maneuver (I want to disarm a goblin, etc.) with his weapon in his hand I'd let him make an attack contest instead of a Str contest. This way the fighter could use his 'superior' attack bonus he gets from his class for more interesting combat options (trip, push, bullrush, disarm, sunder, etc). High level class features could give him advantage on specific 'attack contests'. [/LIST] -YRUSirius [/QUOTE]
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