mellored
Legend
Ok, so this is going to kill a sacred or 2 cows but it will free up ability scores to be more of what you want. It also helps balance good ability rolls vs bad ones.
Mainly, remove +stat to hit, AC, and saves.
AC is base 15 for everyone.
Attack is +5 to hit, and +3 damage, scaling by level.
DC is 13, scaling by level.
Saves are +0 scaling by level. Proficiency is saves is +3.
*or there about.
These can all be modified by class features (i.e. fighting styles). Fighters getting +1 to hit and AC, Paladins getting +2 to all saves, Sorcerers get +1 to spell DC, whatever. And magic armor and weapons too.
Ability scores are used with class features, fears, and (and skills). Great weapon master can add +Str to damage. Wizards prepare extra spells with Int. Monks can add Dex to speed. Etc..
Ideally, each class should have a light use for at least 2 ability scores.
I.e.
Bards might get to prepared +int spells. +Cha as the minimum of inspiration dice rolls. And one subclasses get +Str to damage while another can use +Dex to move allies around.
Mainly, remove +stat to hit, AC, and saves.
AC is base 15 for everyone.
Attack is +5 to hit, and +3 damage, scaling by level.
DC is 13, scaling by level.
Saves are +0 scaling by level. Proficiency is saves is +3.
*or there about.
These can all be modified by class features (i.e. fighting styles). Fighters getting +1 to hit and AC, Paladins getting +2 to all saves, Sorcerers get +1 to spell DC, whatever. And magic armor and weapons too.
Ability scores are used with class features, fears, and (and skills). Great weapon master can add +Str to damage. Wizards prepare extra spells with Int. Monks can add Dex to speed. Etc..
Ideally, each class should have a light use for at least 2 ability scores.
I.e.
Bards might get to prepared +int spells. +Cha as the minimum of inspiration dice rolls. And one subclasses get +Str to damage while another can use +Dex to move allies around.
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