D&D 5E Using Class Focus instead of Ability Scores (+)

NotAYakk

Legend
I mean, maybe I went too far.

But the Wizard has 0 combat, 0 defence, lowest HP, next to no baseline class features, the worst primary attribute... and full spellcasting.

And it is a good class.

If good combat gets you full AC and 1 attack/tier (or rough equivalent, like improved smite), a fighting style, d10 HD, plate-level AC or dex-attacks, and a fighting style equivalent ... that isn't as good as full spellcasting.

I'm also leery of your table of modifiers. A hice thing about proficiency is that it is one modifier, not a lookup table. Scaling is better done with features not "you get +1 to a d20"; the +1 to a d20 doesn't feel nearly as strong as it is. So you end up with lackluster feeling (not enough +1s) or mechanically dominant (too many +1s) power scaling.

I mean, look at BM superiority dice. 4d8. In a 20 round fight day, that is under 1 damage/round; but a +1 bonus to damage (flat) doesn't feel like it has the same impact. And a +1 to hit, despite being stronger than +1 to damage, feels even less impactful.

I'd suggest making good/medijm/poor be less about slightly different bonuses and more about discrete features. Like extra attack or the like.
 

log in or register to remove this ad

This feels like way overthinking it to me. I've considered this:

No ability scores. They're gone.

Proficiency starts at +5 and goes up by one every third level (4, 7, 10, 13, 16 19) capping at +11.

Nonproficient rolls are at +0

For situations where you'd normally use an ability mod, use half proficiency. For AC, that means medium armor always gets a +2 dex mod added in.

For expertise, it becomes "half again" rather than twice.

There's a couple other edge cases, but that's better than 90% of situations solved.

(I don't like what this does to saving throws, but I haven't found a sufficiently elegant-yet-balanced answer there.)
 

DND_Reborn

Legend
This feels like way overthinking it to me.
The point was to replace ability modifiers + proficiency bonus, but also to differentiate between the focus for different classes.

Proficiency starts at +5 and goes up by one every third level (4, 7, 10, 13, 16 19) capping at +11.
This is a good progression for the "better" since it keeps the cap at +11 instead of 12. :) The rest would work well.

(I don't like what this does to saving throws, but I haven't found a sufficiently elegant-yet-balanced answer there.)
The easiest would be use the progression (+5 to +11) for proficient saves and half (round down) for non-proficient saves?

I just realized also using the progression - 5 would give you a +0 to +6 range, which might be preferable to half...
 
Last edited:

Level Up!

An Advertisement

Advertisement4

Top