Xeviat
Dungeon Mistress, she/her
Hi everyone. I'm looking through the feats as I'm starting to gather together some houserules and rebalances, when I noticed a little odd mechanic hidden away in one of the feats: Linguist
Intelligence Score + Proficiency Bonus? What's that? That's wild.
That got me thinking. DCs "tend" to be bound somewhere between DC 10 and 20. Ish. Player spell save DC caps out at DC 19, unless I'm missing some bonus from somewhere. Attack bonuses cap out at +11. 20 is a normal AC without magic.
So I was wondering, in an effort to make ability scores matter and not just their ability modifier, how do you think this would change the game: the attacker always rolls to attack, and your ability scores are your Defenses?
Immediately, this would create a problem. Typically, a player only can afford to raise one or two ability scores, not all 6. An 8 would become a big weakness. But isn't it already a big weakness? An 8 defense is only marginally worse than a -1 save, no?
Now, if defenses were Proficiency bonus + Ability score, one or two of them would get incredibly out of hand; 26 Defense against a +11 attack would require a 15 or higher. But that's doable. You'd have to play a game of determining what the opponent's high defenses were before attacking. Typicals would be more in the 18-20 range. That's doable easily.
How do you think this could work out? If it could be balanced, do you think it could be interesting? Or would you like to see something more like different modifiers for odds and evens for different things? Or just switch to the modifiers and roast the sacred cow of 3-20 stats?
PHB pg 167 said:You can ably create written ciphers (others can’t decipher a codeyou create unless you teach them, they succeed on an Int check (DC equals Intelligence score + your proficiency bonus), or they use magic todecipher it.
Intelligence Score + Proficiency Bonus? What's that? That's wild.
That got me thinking. DCs "tend" to be bound somewhere between DC 10 and 20. Ish. Player spell save DC caps out at DC 19, unless I'm missing some bonus from somewhere. Attack bonuses cap out at +11. 20 is a normal AC without magic.
So I was wondering, in an effort to make ability scores matter and not just their ability modifier, how do you think this would change the game: the attacker always rolls to attack, and your ability scores are your Defenses?
Immediately, this would create a problem. Typically, a player only can afford to raise one or two ability scores, not all 6. An 8 would become a big weakness. But isn't it already a big weakness? An 8 defense is only marginally worse than a -1 save, no?
Now, if defenses were Proficiency bonus + Ability score, one or two of them would get incredibly out of hand; 26 Defense against a +11 attack would require a 15 or higher. But that's doable. You'd have to play a game of determining what the opponent's high defenses were before attacking. Typicals would be more in the 18-20 range. That's doable easily.
How do you think this could work out? If it could be balanced, do you think it could be interesting? Or would you like to see something more like different modifiers for odds and evens for different things? Or just switch to the modifiers and roast the sacred cow of 3-20 stats?