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<blockquote data-quote="Aandarius" data-source="post: 6494735" data-attributes="member: 6788970"><p>Hey, this is my first post here,</p><p>I have been only reading for a while and English is not my first language, so please excuse me if I make some mistakes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>After 5e was released and I looked at the rules, I had basically the same idea as the OP (that's why I decided to register and log in).</p><p></p><p>The difference is, i felt like the game had a 'strange' granularity. This is, Strength being separated from Constitution (because both abilities are powerful), Intelligence being separated from Wisdom (in order to let wisdom manage perception and saves).</p><p></p><p>So my idea was: what if I made a game which is basically the same but with only four attributes:</p><p>-Vigor (including Strength and Constitution).</p><p>-Agility (Dex, speed, aim, etc).</p><p>-Intellect (knowledge, reason, perception maybe?).</p><p>-Charisma (including the 'willpower' aspect of wisdom).</p><p></p><p>That seems balanced enough. The granularity would come in proficiencies, which are a core part in 5e. So you can have lots of Vigor, and be tought and resistant, but not very athletic, or vice versa.</p><p></p><p>I even thought about making 4 core classes, each one focused in both one ability score and one aspect of the game:</p><p>-Vigor classes are Fighters, focused on combat. Subclasses being: Barbarian, Warrior, Monk, etc...</p><p>-Agility classes are Explorers, focused on exploration and mobility. Subclasses: Rangers, thieves...</p><p>-Intellect classes are Mages, focused on magic and utility. Subclasses: Healer, Diviners, Conjurers, Warlocks, Fire Mages...</p><p>-Charisma classes are Leaders, focused on social encounters and getting the best of their companions. Subclasses: Noble, priest, warlord, bard...</p><p></p><p>I was even hesitating to make Int classes more mundane, like Sages. Some are Healers, other Artificers, etc. and make them good at Downtime Tasks. That would make Magic an optional stat that could (or not) be included in your games, with the class of the Mage being optional leaving room for more 'mundane' campaings.</p><p></p><p>I have some sketch notes, but didn't write anything yet. It's probably too homebrew to be considered D&D, some core aspects of the game change, but I felt it would work.</p><p></p><p>What do you think? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Aandarius, post: 6494735, member: 6788970"] Hey, this is my first post here, I have been only reading for a while and English is not my first language, so please excuse me if I make some mistakes :) After 5e was released and I looked at the rules, I had basically the same idea as the OP (that's why I decided to register and log in). The difference is, i felt like the game had a 'strange' granularity. This is, Strength being separated from Constitution (because both abilities are powerful), Intelligence being separated from Wisdom (in order to let wisdom manage perception and saves). So my idea was: what if I made a game which is basically the same but with only four attributes: -Vigor (including Strength and Constitution). -Agility (Dex, speed, aim, etc). -Intellect (knowledge, reason, perception maybe?). -Charisma (including the 'willpower' aspect of wisdom). That seems balanced enough. The granularity would come in proficiencies, which are a core part in 5e. So you can have lots of Vigor, and be tought and resistant, but not very athletic, or vice versa. I even thought about making 4 core classes, each one focused in both one ability score and one aspect of the game: -Vigor classes are Fighters, focused on combat. Subclasses being: Barbarian, Warrior, Monk, etc... -Agility classes are Explorers, focused on exploration and mobility. Subclasses: Rangers, thieves... -Intellect classes are Mages, focused on magic and utility. Subclasses: Healer, Diviners, Conjurers, Warlocks, Fire Mages... -Charisma classes are Leaders, focused on social encounters and getting the best of their companions. Subclasses: Noble, priest, warlord, bard... I was even hesitating to make Int classes more mundane, like Sages. Some are Healers, other Artificers, etc. and make them good at Downtime Tasks. That would make Magic an optional stat that could (or not) be included in your games, with the class of the Mage being optional leaving room for more 'mundane' campaings. I have some sketch notes, but didn't write anything yet. It's probably too homebrew to be considered D&D, some core aspects of the game change, but I felt it would work. What do you think? :) [/QUOTE]
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