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Removing Ability Score from offense
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<blockquote data-quote="NotAYakk" data-source="post: 8090239" data-attributes="member: 72555"><p>I have done something similar back in 4e; I called it "presumed accuracy".</p><p></p><p>The idea is that a level X character is presumed competent at combat. So instead of to-hit being (proficiency + attribute + magic), it was just X, where X was determined by level.</p><p></p><p>I did make magic items give a flat +1 to hit (instead of up to 6), features that added to accuracy still worked, and there where accuracy boosting feats (which added +1, instead of the scaling +1 to 3 in the base 4e game).</p><p></p><p>Note that I kept stat-bonus-to-damage alone.</p><p></p><p>---</p><p></p><p>Doing this in 5e should work.</p><p></p><p>The easiest method is to say <strong>double proficiency</strong> to hit and for save DCs.</p><p></p><p>I'd keep stat-to-damage. A barbarian with 14 strength deals 1d12+4 with the greataxe, but hits just as often as the barbarian with 20 strength.</p><p></p><p>Something would have to be done for spellcasters, as their stat is mainly used for setting DCs.</p><p></p><p>Idea 1: All spellcasters add stat-to-damage once/turn.</p><p></p><p>Idea 2: All spellcasters get extra spell slots equal to their spellcasting stat modifier. These slots recharge on a long rest. Their level is equal to your tier (L 1 from 1-4, L 2 from 5-10, L 3 from 11-16, and L 4 from 17-20) as expressed by your (as if multiclass calculated) "spellcaster + pact magic" level.</p><p></p><p>Idea 3: All spellcasters add their spellcasting stat modifier to concentration saving throws</p><p></p><p>Idea 4: When you cast a level X spell, you can set your AC to 10+X+spellcasting stat until the end of your next turn.</p><p></p><p>these all make a spellcasting stat tempting, but not overwealming in power.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8090239, member: 72555"] I have done something similar back in 4e; I called it "presumed accuracy". The idea is that a level X character is presumed competent at combat. So instead of to-hit being (proficiency + attribute + magic), it was just X, where X was determined by level. I did make magic items give a flat +1 to hit (instead of up to 6), features that added to accuracy still worked, and there where accuracy boosting feats (which added +1, instead of the scaling +1 to 3 in the base 4e game). Note that I kept stat-bonus-to-damage alone. --- Doing this in 5e should work. The easiest method is to say [b]double proficiency[/b] to hit and for save DCs. I'd keep stat-to-damage. A barbarian with 14 strength deals 1d12+4 with the greataxe, but hits just as often as the barbarian with 20 strength. Something would have to be done for spellcasters, as their stat is mainly used for setting DCs. Idea 1: All spellcasters add stat-to-damage once/turn. Idea 2: All spellcasters get extra spell slots equal to their spellcasting stat modifier. These slots recharge on a long rest. Their level is equal to your tier (L 1 from 1-4, L 2 from 5-10, L 3 from 11-16, and L 4 from 17-20) as expressed by your (as if multiclass calculated) "spellcaster + pact magic" level. Idea 3: All spellcasters add their spellcasting stat modifier to concentration saving throws Idea 4: When you cast a level X spell, you can set your AC to 10+X+spellcasting stat until the end of your next turn. these all make a spellcasting stat tempting, but not overwealming in power. [/QUOTE]
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