I have an idea in my head of characters having a Spell AC.
You could refer to that as RC, or Resistance Class.
I have an idea in my head of characters having a Spell AC.
Yeah, I am unsure of that. Although mostly it should be something that you calculate as you level. I was trying to make "Spell power" a useful idea while keeping the damage consistent with current spells.
Alright, how about this: Intelligence is spell accuracy and is used for all spellcasting attacks. Wisdom is spell resistance and used to calculate your “Magic AC”. All spells use spell casting attacks for their initial effects, with spells that affect the subject physically, like fireball, targeting AC and spells that affect the subject mentality or otherwise supernaturally like Charm Person and Banish targeting Magic AC. Charisma is spell potency and is used to calculate Saving Throw DC for all spells. Saving Throws are only used to end ongoing effects, but are still made with various Abilities depending on the spell.I have an idea in my head of characters having a Spell AC. But also, without other changes, Wisdom would still be very important for Perception and other skills, much more so that Intelligence.
Spells are tricky, for sure.
- Spell damage is also based on effect type:
--- Single target, no damage on save: d10
--- Single target, half damage on save: d6
--- AoE/Multitarget, no damage on save: d8
--- AoE/Multitarget, half damage on save: d4
Spell damage = (Level + Cha (max Level/2) + Prof) * dX
Alright, how about this: Intelligence is spell accuracy and is used for all spellcasting attacks. Wisdom is spell resistance and used to calculate your “Magic AC”. All spells use spell casting attacks for their initial effects, with spells that affect the subject physically, like fireball, targeting AC and spells that affect the subject mentality or otherwise supernaturally like Charm Person and Banish targeting Magic AC. Charisma is spell potency and is used to calculate Saving Throw DC for all spells. Saving Throws are only used to end ongoing effects, but are still made with various Abilities depending on the spell.
EDIT:
I like RC. Use that instead of Magic AC.
This would strip spells of their character and reduce them all to variants on Fireball.
The important thing being left out here are rider effects.
If I could think of one thing that 5e has dropped the ball on it is not having thematic riders based on damage type.
I have three goals in my head:
1) balance the abilities in importance with each other
2) make it easier to explain character creation to new players
3) keep the power level consistent with the game as written
My ideas probably don't go very far in addressing any of the above. But to start off, what do you think?
Proficiency Bonus is one less:
1 @ Levels 1-4
2 @ Levels 5-8
3 @ Levels 9-12
4 @ Levels 13-16
5 @ Levels 17-20
Dex -> Accuracy
Str -> Power
Con -> Resilience
Int -> Spell Accuracy
Cha -> Spell Power
Wis -> Spell Resilience
Weapon attacks all use Dex/Accuracy: Attack bonus = Prof. + Acc.
Weapon damage always uses Str/Power: Damage bonus = Pow.
Spell attacks all use Intelligence: Spell attack bonus = Prof. + Int.
Spell damage always uses Charisma:
- Spell damage is based on spell level, proficiency bonus, and Cha modifier
- Spell damage is also based on effect type:
--- Single target, no damage on save: d10
--- Single target, half damage on save: d6
--- AoE/Multitarget, no damage on save: d8
--- AoE/Multitarget, half damage on save: d4
Spell damage = (Level + Cha (max Level/2) + Prof) * dX
Spell saves always use your Wisdom modifier.
Consequences:
All martials need Dex and Str. All spellcasters need Int and Cha. Everyone needs Con and Wis.
Actually, you could even go full-4e and have RC, FC, and WC (Reflex Class, Fortitude Class, and Will Class), with Dex or Int adding to RC, Con or Str adding to FC, and Wis or Cha adding to WC.
I think I like this. 10 plus your Wisdom modifier plus some spell armor; could be pretty cool.
[MENTION=6890747]ro[/MENTION] I am wondering why you thought to decrease the proficiency bonus?
I haven't played 4e. How does each come into play?