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<blockquote data-quote="DND_Reborn" data-source="post: 8840875" data-attributes="member: 6987520"><p>First off, great post! Loved it! Two thumbs up! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" /></p><p></p><p>First, the d20 is too swingy. IMO I think skill should trump randomness, so using something non-linear like 2d10 (even for attacks) would be better.</p><p></p><p>Keeping the current bonuses in the game, I would even prefer a 2d8 or 2d6 system, so bonuses count for more. Being +11 on a d20 is great, but you can still suck--and frankly if you are +11, you shouldn't really ever suck.</p><p></p><p>Proficiency bonus should trump ability modifiers by at least x2. My ideal (if you want to keep the total around +11) would be proficiency ranging from +2 to +8 and ability modifiers capping at +4 instead of +5.</p><p></p><p>I don't mind when luck comes into play at all, even against my big boss that I love, but there is so much variability in a d20 that often your bonuses are immaterial.</p><p></p><p></p><p>5E is very predictable IME. With my new group, I basically told them if they roll 15 or better on the d20, assume they succeed. On 9 or lower, assume they fail. From 10-14 we'll check the actual numbers...</p><p></p><p>Now, our group has been using critical damage instead of critical hits for months now and everyone loves it! It is so much more exciting! Just this last Saturday I had a bladesinger score 25 points of damage with her <em>WHIP</em>, with NO magic! It was awesome, like over 1 in 1000 chance of happening. Such things are way more memorable when they happen than just rolling a 20...</p><p></p><p></p><p>They will probably move even more towards predictability. Hitting is roughly 65% in most cases. You might as well just roll a d6 and assume you hit, succeed, whatever on 3-6.</p><p></p><p>You could easily re-write 5E with this concept. Identify whether your PC is good, fair, or poor at something:</p><p></p><p>If you are good, you succeed on 3-6.</p><p>If you are fair, you succeed on 4-6.</p><p>If you are poor, you succeed on 5-6.</p><p></p><p>Done.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8840875, member: 6987520"] First off, great post! Loved it! Two thumbs up! (y)(y) First, the d20 is too swingy. IMO I think skill should trump randomness, so using something non-linear like 2d10 (even for attacks) would be better. Keeping the current bonuses in the game, I would even prefer a 2d8 or 2d6 system, so bonuses count for more. Being +11 on a d20 is great, but you can still suck--and frankly if you are +11, you shouldn't really ever suck. Proficiency bonus should trump ability modifiers by at least x2. My ideal (if you want to keep the total around +11) would be proficiency ranging from +2 to +8 and ability modifiers capping at +4 instead of +5. I don't mind when luck comes into play at all, even against my big boss that I love, but there is so much variability in a d20 that often your bonuses are immaterial. 5E is very predictable IME. With my new group, I basically told them if they roll 15 or better on the d20, assume they succeed. On 9 or lower, assume they fail. From 10-14 we'll check the actual numbers... Now, our group has been using critical damage instead of critical hits for months now and everyone loves it! It is so much more exciting! Just this last Saturday I had a bladesinger score 25 points of damage with her [I]WHIP[/I], with NO magic! It was awesome, like over 1 in 1000 chance of happening. Such things are way more memorable when they happen than just rolling a 20... They will probably move even more towards predictability. Hitting is roughly 65% in most cases. You might as well just roll a d6 and assume you hit, succeed, whatever on 3-6. You could easily re-write 5E with this concept. Identify whether your PC is good, fair, or poor at something: If you are good, you succeed on 3-6. If you are fair, you succeed on 4-6. If you are poor, you succeed on 5-6. Done. [/QUOTE]
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