Removing ASIs

Yunru

Banned
Banned
Feats are wonderful, some of them are especially flavourful. Most of them take a backseat to ASIs though because maths.
So I'm going to try and remove them.
What's the effects? Well first it caps most scores to 16, with the exceptions being the Fighter, Rogue and various stat-setting items.
Secondly, ACs from unarmored and light armors fall, Unarmored Defense moreso than others.
Thirdly, accuracy falls.
Lastly, damage drops for martial classes.

How to address this?
Light armor AC falling isn't too bad, so I'm going to ignore that. Unarmored Defence, however, caps at 16, and only if you're running the right race. That's a problem. So instead of adding a secondary stat, have it add half your proficiency - more on that next.
Accuracy falls. That's not fun. How to address it? double the increase of proficiency. From levels 1 to 4, proficiency is +2. 5 to 8 is +4. 9 to 12, +6... You get the idea.
Less damage for weapon users- not good, they're already behind spellcasters so let's not take that from them. Introduce more weapon feats that increase damage. Brutal 2, for instance, is the same as a +1 to damage, but feels much better and less clinical.

Then there's the "half-feats". There's three choices, leave them be (which makes it unfair for classes relying on the stats with more half-feats), remove the ASIs and have them count as half a feat (which means you might have to pick up a feat you didn't want just to feel like you're not missing out if you've 1/2 a feat left over), or remove the ASIs, and split the full feats in half too (which has the same problem as before, but diluted by a much bigger pool to choose from, increasing the chances of their being another half feat you want to take anyway).

Not sure how it'd play out in practice, but hopefully it should shift some attention away from stats and towards RP.


EDIT: It's also really annoying that ENWorld has a Homebrew tag and yet it's automatically removed on thread creation :/
 
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I think it worth a try.
If rules are knowed at character creation, it can make a good mood in a campaign.
Optimizer will whim, but they always do.
 

It would work.

Maybe add more points to point buy. Limit is still 15.

For unarmored defense maybe sack the second ability from calculations and stick proficiency bonus on it. +1 AC/4 levels is not that much.

As for non-wanted half feats...thera are lots of feats that players would have taken but they compete with abilities so they are left behind.

even fighter with his 7 feats would not cry for taking redundant feats.

You can also buff bad feats.
 

I keep toying with this idea, mainly to have characters that don't have a 20 primary stat at level 4.

The main issue, as you say is the low primary and secondary stats.

I would be inclined to roll for stats, so their is at least a chance of starting above 16 or two the point buy table to allow higher than 15, at considerable cost.

I also think that a 1/2 great option would be the best way to overcome the +1 ASI part feats. More accurately I would give each class 2 feat points when they would normally get a feat. Some feats would cost one point some two and a few even three (like lucky) top reflect their power a bit more accurately.

Tall
 

Also to add,

no one likes to get stuck with and odd ability score, and some class/race options would get you there.

Maybe allow one "half feat" to fix one odd ability or only one +1/+1 ASI to fix 2 odd scores. But add that no ability can be risen above 16 with this feature.
 

The more I think about it the more I like the idea.

Power creep will be in check.
SS and GWM are not so fun without a 20 in main stat.

Odd stat can be upgraded with some feat.

It can force more variety than maxing main stat to 20 as usual.
 

Not sure how it'd play out in practice, but hopefully it should shift some attention away from stats and towards RP.

I think all you're going to see is that your players are going to choose feats based upon whatever mechanical advantage they'll give, not the RP potential. If you had players interested in the RP aspect then they'd already be choosing (some) feats to support that. But since you're re-writing rules to force feats to be chosen, AND re-writing more rules to keep the math....

Leading to: You don't need to re-write the rules to keep the math. The game works just fine as is by allowing the player to choose between getting higher stats or feats.
The game doesn't know if you've got a +2 ASI or a feat.


Things you might try instead of massive re-writes:

1) Change how you DM. If you DM in such a way that maxing out a stat isn't seen as a necessity, you'll see more players trying other things.

2) You seem to want the math that higher stats grant but are disappointed that RP feats don't get chosen because players are opting for ASIs that'll get them those +s.... Perhaps the beginning stats are too low?
Increaser your PB allowance. Or try rolling for stats.
 



I would be peeved if my barbarian couldn't have 24 STR at level 20. That's one of the draws of the class Imo.
What, being at 24, or being 4 ahead? Because the lead doesn't change at level 20, you'll still be 4 points ahead of any other PC.
And if it's just a fondness for an arbitrary number... call it that number?
 

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