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<blockquote data-quote="Horwath" data-source="post: 8186942" data-attributes="member: 6801299"><p>I too belive that race and abilities will be decoupled.</p><p></p><p>I am all for it but simply for mechanics and having more character concepts being equal.</p><p></p><p>I would also like to see removal of 2 ability points for 1 ability modifier.</p><p>That means killing 3-18 sacred cow.</p><p>Ability modifier should go 1-for-1 with ability scores.</p><p></p><p>Keep average score of 10(+0) for legacy sake and have 11 be +1, 9 be -1 and etc...</p><p>Then having really tiny monsters with STR 1(-9) will have huge impact with contested ability checks.</p><p></p><p>point buy as default ability generation:</p><p></p><p>score 8(-2): -1 pt(<strong>optional</strong>)</p><p></p><p>score 9(-1): 0 pts</p><p>score 10(+0): 1 pt</p><p>score 11(+1): 2 pts</p><p>score 12(+2): 3 pts</p><p>score 13(+3): 5 pts</p><p></p><p>score 14(+4): 8 pts(<strong>optional</strong>)</p><p></p><p>score pool: <strong>16 pts.</strong></p><p></p><p>max ability score from later ASIs and before magic bonuses: 15(+5) or 14(+4) if more bounded math is wanted.</p><p></p><p></p><p>Now, as an OPTION, you can limit max STARTING scores for some races or have min STARTING score for some races.</p><p></p><p>I.E:</p><p>Humans: no limits</p><p></p><p>Elves: min dex 11, max con 12. high elves min int 10. Wood elves min wis 10.</p><p></p><p>Dwarves: min str 10, min con 11, max dex 12, max cha 12.</p><p></p><p>Orcs: min str 12, min con 11, max int 12, max wis 12, max cha 12.</p><p></p><p>Gnomes: min int 11, max str 12.</p><p></p><p>Halflings: min dex 11, max str 12.</p><p></p><p>Half elves: min dex 10</p><p></p><p>Half orcs: min str 11, min con 10</p><p></p><p>Half dwarves: min con 10</p><p></p><p>Aasimar: min int 10, min wis 11, min cha 11</p><p></p><p>Tiefling: min dex 11, min int 10, min cha 11</p><p></p><p>Dragonborn: min str 11, min con 10, min cha 11</p><p></p><p>"optional" option for Drow elves:</p><p>min str 10, min dex 12, min con 10, min int 11, min wis 11, min cha 12.</p><p>Use this only if you will run Drow as in FR, a completely evil society that culls any weakness in their children.</p><p>As now Drow's 12 out of 16 pts for point buy are "reserved in advance", consider giving Drow characters an extra point or two for having sunlight blindness and generally being hated and killed on sight by most races, especially other Elves.</p><p></p><p></p><p>For bounded accuracy, I feel that there is no need for change here.</p><p></p><p>I like flatter math and having low CR monsters a threat for medium level characters in large numbers.</p><p></p><p></p><p>Sub classes from Level 1.</p><p></p><p></p><p>ASI's, combat feats, exploration feats and social feats all in their separate resource pool.</p><p></p><p>3 feat categories will be different from class to class, and there should be "general" feat slot for any type of feats.</p><p></p><p>ASI's and general feats based on character level. 3 categories of feats given in class levels.</p><p></p><p></p><p>Adding 10th level spells.</p><p></p><p>Improving scaling of damaging/healing spells per increased spell level. Control spells are more or less good in current form.</p><p></p><p></p><p>Having ALL major class feature given by level 10. </p><p>Levels 11-20 should be just improvements of existing features and/or more usage per rest.</p><p></p><p></p><p>Removal of short rests.</p><p></p><p>Rest is a 12hr duration where at least 6hrs must be spend sleeping and other 6hrs in light activity like making camp, cooking, eating, standing watch, maintaining gear, washing up, etc...</p><p></p><p>Optional: you can only have 4 rest in wilderness in a row. Then you must take 3 night rest in a secure location. Inn, Tavern, Military camp or similar. Think of this as a weekday-weekend mechanics.</p><p></p><p></p><p>Removal of HDs and returning to 4E healing surges.</p><p></p><p>Every class gains a certain number of healing surges, they heal 25% of your health. Spent healing surges return on rest.</p><p></p><p>Using any number of healing surges takes 1 minute of non-combat activity. Only "short rest" mechanics left.</p><p></p><p>You can also use one healing surge while drinking any healing potion or receiving any healing spell.</p></blockquote><p></p>
[QUOTE="Horwath, post: 8186942, member: 6801299"] I too belive that race and abilities will be decoupled. I am all for it but simply for mechanics and having more character concepts being equal. I would also like to see removal of 2 ability points for 1 ability modifier. That means killing 3-18 sacred cow. Ability modifier should go 1-for-1 with ability scores. Keep average score of 10(+0) for legacy sake and have 11 be +1, 9 be -1 and etc... Then having really tiny monsters with STR 1(-9) will have huge impact with contested ability checks. point buy as default ability generation: score 8(-2): -1 pt([B]optional[/B]) score 9(-1): 0 pts score 10(+0): 1 pt score 11(+1): 2 pts score 12(+2): 3 pts score 13(+3): 5 pts score 14(+4): 8 pts([B]optional[/B]) score pool: [B]16 pts.[/B] max ability score from later ASIs and before magic bonuses: 15(+5) or 14(+4) if more bounded math is wanted. Now, as an OPTION, you can limit max STARTING scores for some races or have min STARTING score for some races. I.E: Humans: no limits Elves: min dex 11, max con 12. high elves min int 10. Wood elves min wis 10. Dwarves: min str 10, min con 11, max dex 12, max cha 12. Orcs: min str 12, min con 11, max int 12, max wis 12, max cha 12. Gnomes: min int 11, max str 12. Halflings: min dex 11, max str 12. Half elves: min dex 10 Half orcs: min str 11, min con 10 Half dwarves: min con 10 Aasimar: min int 10, min wis 11, min cha 11 Tiefling: min dex 11, min int 10, min cha 11 Dragonborn: min str 11, min con 10, min cha 11 "optional" option for Drow elves: min str 10, min dex 12, min con 10, min int 11, min wis 11, min cha 12. Use this only if you will run Drow as in FR, a completely evil society that culls any weakness in their children. As now Drow's 12 out of 16 pts for point buy are "reserved in advance", consider giving Drow characters an extra point or two for having sunlight blindness and generally being hated and killed on sight by most races, especially other Elves. For bounded accuracy, I feel that there is no need for change here. I like flatter math and having low CR monsters a threat for medium level characters in large numbers. Sub classes from Level 1. ASI's, combat feats, exploration feats and social feats all in their separate resource pool. 3 feat categories will be different from class to class, and there should be "general" feat slot for any type of feats. ASI's and general feats based on character level. 3 categories of feats given in class levels. Adding 10th level spells. Improving scaling of damaging/healing spells per increased spell level. Control spells are more or less good in current form. Having ALL major class feature given by level 10. Levels 11-20 should be just improvements of existing features and/or more usage per rest. Removal of short rests. Rest is a 12hr duration where at least 6hrs must be spend sleeping and other 6hrs in light activity like making camp, cooking, eating, standing watch, maintaining gear, washing up, etc... Optional: you can only have 4 rest in wilderness in a row. Then you must take 3 night rest in a secure location. Inn, Tavern, Military camp or similar. Think of this as a weekday-weekend mechanics. Removal of HDs and returning to 4E healing surges. Every class gains a certain number of healing surges, they heal 25% of your health. Spent healing surges return on rest. Using any number of healing surges takes 1 minute of non-combat activity. Only "short rest" mechanics left. You can also use one healing surge while drinking any healing potion or receiving any healing spell. [/QUOTE]
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