- Take away [Dexterity's] importance for Initiative. ...
Make it a skill, make it INT based. Classes that
fight get proficiency for free, classes that are
fast get to add a different ability or get Expertise.
- Make heavy armor better. Dexterity is too useful when it comes to Armor Class...
In
Rolemaster, armor actually makes you easier to hit-- in a system where margin of success
matters-- but significantly reduces the severity of most hits. There's a tradeoff there with armor being a massive advantage against smaller attacks, and a slight disadvantage against "gonna kill you anyway" attacks.
Dexterity and Unarmored Defense class features add to AC. Armor adds to AC and reduces any damage that targets AC and/or Dex Save.
- Allow characters to start with more skills/tools/languages/weapon proficiencies equal to their Intelligence modifier. This would just boost the stat and make it a lot more valuable.
Tools and languages I can definitely see working here. Skills is awkward, because as in 3.X you get the situation where being smarter makes you
better at everything simply because you have more skill points-- Fighters don't get enough skill points to max out Climb, Jump, Swim, Balance, and Intimidate unless they are high INT humans.
- First and most importantly, sever its ties to hit points. You can still add your Constitution modifier to your hit points, but only if you are a certain class.
In
Shroompunk, which is (mostly) based on B/X rulesets with some adjustments, I'm using playing with some ideas:
- You add your Constitution score (plus rolled HD) to hit points at 1st level, but not your Constitution modifier.
- You add/subtract your Constitution modifier to your daily Hit Dice, 5e style. (Which limit magical healing, too, 4e style.)
- You reroll your HD every level, taking the better of the new result or the old result plus a value derived from either class or CON.
- Some healing abilities, especially self-healing, are improved by CON.
- Make Sorcerers use Constitution as their spellcasting ability.
I don't mind this, but it makes Dwarves the best Sorcerers unless you're using the new ASI rules.
- Add a skill called Endurance that is Constitution based. ...
- Make Concentration more common. ...
I am
all about these. Friendly reminder that in 3.X, Concentration was actually a skill, and it was CON based. I frequently ruled that the Endurance feat was a skill, and that Concentration was a separate skill combined with Autohypnosis from
Expanded Psionics Handbook.
- Make Death Saving Throws be Constitution based. This would make it so even though they don't necessarily need Con for their HP, it is still important for their survival.
This has the added benefit of making classes that are proficient in Constitution saves extra hard to kill-- and you look at those classes, Fighter, Barbarian, Sorcerer, high-level Monks (others I'm missing?) that is
entirely appropriate.
Strength: half your ability modifier to hit / full ability modifier to damage.
Dexterity: full ability modifier to hit / half ability modifier to damage.
That is
so elegant, I am awestruck and I am stealing this. Also key this into the function of the -5/+10 feats.