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Removing the 6 Abilities, looking for peer reviews
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<blockquote data-quote="NotAYakk" data-source="post: 8277578" data-attributes="member: 72555"><p>Feel free to include justification, but lead with mechanics.</p><p></p><p>Like this;</p><p></p><p>This is an attempt to remove attributes from the game.</p><p></p><p><strong>Saving Throws</strong></p><p></p><p>You keep the saving throws tied to each attribute, but they are calculated differently.</p><p></p><p>Whenever you gain an ASI, you can choose one of:</p><p>(a) +2 to up to 2 saves.</p><p>(b) a feat.</p><p></p><p>If you choose a feat, any bonus to attributes instead adds to your save in that attribute directly.</p><p></p><p>The bonus you gain in an attribute is capped at your proficiency bonus.</p><p></p><p>[spoiler]I'd eliminate the saving throws as well, but rewriting all of magic and every monster is a bit too much work.[/spoiler]</p><p></p><p><strong>Hit Points</strong></p><p>Your HP from HD are based off the maximium value of the HD.</p><p></p><p>In addition, you gain a bonus equal to your skill ranks in the Endurance skill. This is a one-time bonus, not per level.</p><p></p><p>[spoiler]</p><p>Max HD gives a +2 for d6, +3 for d8s, +4 for d10s and +5 for d12 HP bonus per HD, which is in the realm of what a constitution bonus can be. It also rewards larger HD a bit more, which I think isn't done sufficiently in 5e, so the extra HP on beefy PCs isn't a bad thing.</p><p></p><p>Adding endurance skill points to your HP is a nod to tradition, and allows level 1 PCs to have a few extra HP if they feel they need it. It is roughly what you could get from a medium constitution at level 1.</p><p>[/spoiler]</p><p></p><p></p><p><strong>Race Attribute Modifers</strong></p><p></p><p>Racial modifiers to attributes are converted into bonuses directly onto the saving throw in question.</p><p></p><p>[spoiler]While a +2 to an attribute only gives a +1 to a saving throw, doubling the bonus keeps the modifier interesting without hooking everything else up to it[/spoiler]</p><p></p><p><strong>Damage Bonuses</strong></p><p></p><p>Whenever you'd add an attribute bonus to damage, instead add your proficiency bonus.</p><p></p><p>[spoiler]This gives a value in the right ballpark. Subsituting your attribute bonus with your proficiency bonus will be common pattern.[/spoiler]</p><p></p><p><strong>Skills</strong></p><p></p><p>This system has more fine-grained skills. Instead of becoming proficient in a skill, you gain 1 skill point in that skill. When you make a skill check, roll 1d20 and add both your proficiency bonus and your skill points to the roll. If you gain a skill twice, you gain additional skill points in it.</p><p></p><p>Skill points are capped at your proficiency bonus. If you gain too many skill points you don't lose them, they just don't add to your modifier (they are "saved" until you can gain additional proficiency bonus).</p><p></p><p>Expertise in a skill works just like it already did -- you double the bonus from your proficiency. This does not double the number of skill points you can add, however.</p><p></p><p>Jack of all Trade and similar (Champion's athlete), instead of adding 1/2 of your proficiency bonus, lets you add your full proficiency bonus when you have 0 skill points in a skill.</p><p></p><p>Every time you gain a level, you gain an additional skill point you can spend in any class skill or skill you have already trained.</p><p></p><p>There is an additional skill, endurance, which is used when a constitution check would have been used.</p><p></p><p>[spoiler]This gives a 3e style character customization feel to the game. If you spread your skill points around, you get to add your proficiency bonus more often; if you concentrate, you end up with a high bonus in a few skills.[/spoiler]</p><p></p><p><strong>Attacks</strong></p><p></p><p>Attacks with spells, weapon you are proficient in, or unarmed attacks add twice your proficiency bonus to the attack roll.</p><p></p><p><strong>Save DCs</strong></p><p></p><p>Different classes save DCs are based on different skills. You start with 8 plus your proficiency bonus. Then you add:</p><p>Wizard (EK/AT): Arcana</p><p>Sorcerers: Endurance</p><p>Ranger: Survival</p><p>Druid: Nature</p><p>Cleric: Religion</p><p>Battlemaster: Athletics or Acrobatics</p><p>Bard: Performance</p><p>Artificer: Whatever Tool you use</p><p>Paladin: Intimidation</p><p>Monk: Insight</p><p>Warlock: Deception</p><p>You do not double your proficiency bonus from expertise here.</p><p></p><p>[spoiler]You are presumed competent at your attacks. For spells, adding in that specific skill is a matter of flavour; the PC will max that skill almost certainly.[/spoiler]</p><p></p><p><strong>Unarmored Defence</strong></p><p></p><p>Monks when not wearing armor have an AC equal to their acrobatics skill points plus their proficiency bonus. This is not doubled by expertise.</p><p></p><p>Barbarians when not wearing armor have an AC equal to their endurance skill points plus half their proficiency bonus.</p><p></p><p><strong>Armor</strong></p><p></p><p>Replace your dexterity bonus for AC in light or medium armor by your acrobatics skill points.</p><p></p><p>For heavy armor, for every point of strength required over 10 you suffer a -5' movement penalty. Then, for every point of athletics or endurance skill, you reduce the penalty by 5' if you are proficient in that armor. As an example, plate armor has a -25' movement penalty, and if you have 2 athletics and 2 endurance, your penalty is now -5'.</p><p></p><p>[spoiler]This gives AC in the right ballpark for every type of gear. For armor, I replaced the attribute requirements with skill point requirements; they are easier to reach, but means that a weakling isn't wearing plate, and anyone with good defence in light armor is nimble.[/spoiler]</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8277578, member: 72555"] Feel free to include justification, but lead with mechanics. Like this; This is an attempt to remove attributes from the game. [B]Saving Throws[/B] You keep the saving throws tied to each attribute, but they are calculated differently. Whenever you gain an ASI, you can choose one of: (a) +2 to up to 2 saves. (b) a feat. If you choose a feat, any bonus to attributes instead adds to your save in that attribute directly. The bonus you gain in an attribute is capped at your proficiency bonus. [spoiler]I'd eliminate the saving throws as well, but rewriting all of magic and every monster is a bit too much work.[/spoiler] [b]Hit Points[/b] Your HP from HD are based off the maximium value of the HD. In addition, you gain a bonus equal to your skill ranks in the Endurance skill. This is a one-time bonus, not per level. [spoiler] Max HD gives a +2 for d6, +3 for d8s, +4 for d10s and +5 for d12 HP bonus per HD, which is in the realm of what a constitution bonus can be. It also rewards larger HD a bit more, which I think isn't done sufficiently in 5e, so the extra HP on beefy PCs isn't a bad thing. Adding endurance skill points to your HP is a nod to tradition, and allows level 1 PCs to have a few extra HP if they feel they need it. It is roughly what you could get from a medium constitution at level 1. [/spoiler] [B]Race Attribute Modifers[/B] Racial modifiers to attributes are converted into bonuses directly onto the saving throw in question. [spoiler]While a +2 to an attribute only gives a +1 to a saving throw, doubling the bonus keeps the modifier interesting without hooking everything else up to it[/spoiler] [B]Damage Bonuses[/B] Whenever you'd add an attribute bonus to damage, instead add your proficiency bonus. [spoiler]This gives a value in the right ballpark. Subsituting your attribute bonus with your proficiency bonus will be common pattern.[/spoiler] [B]Skills[/B] This system has more fine-grained skills. Instead of becoming proficient in a skill, you gain 1 skill point in that skill. When you make a skill check, roll 1d20 and add both your proficiency bonus and your skill points to the roll. If you gain a skill twice, you gain additional skill points in it. Skill points are capped at your proficiency bonus. If you gain too many skill points you don't lose them, they just don't add to your modifier (they are "saved" until you can gain additional proficiency bonus). Expertise in a skill works just like it already did -- you double the bonus from your proficiency. This does not double the number of skill points you can add, however. Jack of all Trade and similar (Champion's athlete), instead of adding 1/2 of your proficiency bonus, lets you add your full proficiency bonus when you have 0 skill points in a skill. Every time you gain a level, you gain an additional skill point you can spend in any class skill or skill you have already trained. There is an additional skill, endurance, which is used when a constitution check would have been used. [spoiler]This gives a 3e style character customization feel to the game. If you spread your skill points around, you get to add your proficiency bonus more often; if you concentrate, you end up with a high bonus in a few skills.[/spoiler] [B]Attacks[/B] Attacks with spells, weapon you are proficient in, or unarmed attacks add twice your proficiency bonus to the attack roll. [B]Save DCs[/B] Different classes save DCs are based on different skills. You start with 8 plus your proficiency bonus. Then you add: Wizard (EK/AT): Arcana Sorcerers: Endurance Ranger: Survival Druid: Nature Cleric: Religion Battlemaster: Athletics or Acrobatics Bard: Performance Artificer: Whatever Tool you use Paladin: Intimidation Monk: Insight Warlock: Deception You do not double your proficiency bonus from expertise here. [spoiler]You are presumed competent at your attacks. For spells, adding in that specific skill is a matter of flavour; the PC will max that skill almost certainly.[/spoiler] [B]Unarmored Defence[/B] Monks when not wearing armor have an AC equal to their acrobatics skill points plus their proficiency bonus. This is not doubled by expertise. Barbarians when not wearing armor have an AC equal to their endurance skill points plus half their proficiency bonus. [B]Armor[/B] Replace your dexterity bonus for AC in light or medium armor by your acrobatics skill points. For heavy armor, for every point of strength required over 10 you suffer a -5' movement penalty. Then, for every point of athletics or endurance skill, you reduce the penalty by 5' if you are proficient in that armor. As an example, plate armor has a -25' movement penalty, and if you have 2 athletics and 2 endurance, your penalty is now -5'. [spoiler]This gives AC in the right ballpark for every type of gear. For armor, I replaced the attribute requirements with skill point requirements; they are easier to reach, but means that a weakling isn't wearing plate, and anyone with good defence in light armor is nimble.[/spoiler] [/QUOTE]
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