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The basic logic at the heart of 5E design - core, modular, etc
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<blockquote data-quote="Crazy Jerome" data-source="post: 5777736" data-attributes="member: 54877"><p>Well, that's a great example for me to use in my answer. It is easy in this case, though it might not be very slick. If you need to swap in skill systems or class abilities or whatever for climb checks, but you want the math to work out consistently, then the option is some ultra-simple bonus to climb checks, and that is the thing that gets replaced, not added to. </p><p> </p><p>Str check + Character level is an obvious one. Not using any modular pieces for skills? Just add your character level to every check. Of course, then you can't use full character level in your more complex systems, but I think that is a feature, not a bug. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Don't want even that amount of scaling? Ok, then you are dialing down in this case, and that should effect related numbers (i.e. monsters don't get to add their levels, either). </p><p> </p><p>Alternately, if that is too intrusive, you can go with a flat kludge. The default module says you get a flat +5 to all ability checks when trying ad hoc skills, like climbing. Sure, this doesn't scale very well past 10th level, but since the starter set only goes to 10, who cares? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p> </p><p>Related to your OP, <strong>this</strong> technique is the relationship of the "hook" that I keep aluding to that I don't think many people are seeing yet. Inevitably, someone will say that's too complicated and totally unnecessary. Just make the math work with ability scores straight and dont worry about it. Why make me add a +5 every time? Because if you reduce the hooks out of the system, you've got nothing left to attach your modules to--except by adding, which doesn't always work.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5777736, member: 54877"] Well, that's a great example for me to use in my answer. It is easy in this case, though it might not be very slick. If you need to swap in skill systems or class abilities or whatever for climb checks, but you want the math to work out consistently, then the option is some ultra-simple bonus to climb checks, and that is the thing that gets replaced, not added to. Str check + Character level is an obvious one. Not using any modular pieces for skills? Just add your character level to every check. Of course, then you can't use full character level in your more complex systems, but I think that is a feature, not a bug. :D Don't want even that amount of scaling? Ok, then you are dialing down in this case, and that should effect related numbers (i.e. monsters don't get to add their levels, either). Alternately, if that is too intrusive, you can go with a flat kludge. The default module says you get a flat +5 to all ability checks when trying ad hoc skills, like climbing. Sure, this doesn't scale very well past 10th level, but since the starter set only goes to 10, who cares? :confused: Related to your OP, [B]this[/B] technique is the relationship of the "hook" that I keep aluding to that I don't think many people are seeing yet. Inevitably, someone will say that's too complicated and totally unnecessary. Just make the math work with ability scores straight and dont worry about it. Why make me add a +5 every time? Because if you reduce the hooks out of the system, you've got nothing left to attach your modules to--except by adding, which doesn't always work. [/QUOTE]
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