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Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="Horwath" data-source="post: 7641891" data-attributes="member: 6801299"><p>1. Reworked all feats to power level of "half-feats".</p><p>So every ASI is 2 ability points, 1 ability point and a feat or two feats.</p><p></p><p>2. Added bonus feats(half-feats) at levels 1,5,9,13,17,20. Those are feats related to skills and racial feats.</p><p></p><p>3. -5/+10 part of feats removed and left with a half-feat.</p><p></p><p>4. Ability scores capped at 18. Added light a light armor that has AC 13+dex mod.</p><p></p><p>5. Initiative is rolled with d12 and adds dex, int and wis mods.</p><p></p><p>6. Bumped up all non finesse weapons by die step or two.</p><p>Longsword 1d10(1d12 versatile), greatsword 2d8, etc...</p><p></p><p>7. Added a variant where there is no racial ability bonuses(races rebalanced) nor there is bonuses with ASI's(you can take only feats), all start with same ability array that factor in racial bonuses and ASIs(on average). It gives more powerful characters. You will have to adapt CRs somewhat.</p><p></p><p>Standard array: 18,16,14,12,12,10</p><p>Powerful array: 18,18,16,14,12,12</p><p>Weak array: 16,14,12,12,10,10</p><p></p><p>or make up any that you want.</p><p></p><p>8. Exhaustion: levels add -1 penalty to attacks, checks, saves and DCs. -5ft speed penalty per level(min 5ft speed movement)</p><p>you die at 6th exhaustion level.</p><p>Gives more smoother effect unlike binary disadvantage on more and more checks.</p><p></p><p>Rangers at 3rd level gain endurance: they halve their effective exhaustion level(round down). So they die at exhaustion level 12.</p><p></p><p>getting knocked out gives you exhaustion level.</p></blockquote><p></p>
[QUOTE="Horwath, post: 7641891, member: 6801299"] 1. Reworked all feats to power level of "half-feats". So every ASI is 2 ability points, 1 ability point and a feat or two feats. 2. Added bonus feats(half-feats) at levels 1,5,9,13,17,20. Those are feats related to skills and racial feats. 3. -5/+10 part of feats removed and left with a half-feat. 4. Ability scores capped at 18. Added light a light armor that has AC 13+dex mod. 5. Initiative is rolled with d12 and adds dex, int and wis mods. 6. Bumped up all non finesse weapons by die step or two. Longsword 1d10(1d12 versatile), greatsword 2d8, etc... 7. Added a variant where there is no racial ability bonuses(races rebalanced) nor there is bonuses with ASI's(you can take only feats), all start with same ability array that factor in racial bonuses and ASIs(on average). It gives more powerful characters. You will have to adapt CRs somewhat. Standard array: 18,16,14,12,12,10 Powerful array: 18,18,16,14,12,12 Weak array: 16,14,12,12,10,10 or make up any that you want. 8. Exhaustion: levels add -1 penalty to attacks, checks, saves and DCs. -5ft speed penalty per level(min 5ft speed movement) you die at 6th exhaustion level. Gives more smoother effect unlike binary disadvantage on more and more checks. Rangers at 3rd level gain endurance: they halve their effective exhaustion level(round down). So they die at exhaustion level 12. getting knocked out gives you exhaustion level. [/QUOTE]
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