Scribe
Legend
That's fine; it's not a topic that easily lends itself to yes/no answers.
And that wasnt to imply the poll/options are bad, its just a harder one for me to pick options out of.
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That's fine; it's not a topic that easily lends itself to yes/no answers.
Not a bad list, all in all.Initiative, Tools, and Saving throws are divorced from abilities.
- Strength
- Melee attacks
- Ranged attacks with thrown weapons bows
- Heavy armor AC
- Shield AC
- Carrying Capacity
- HP
- Skills
- Athletics
- Browbeat
- Lifting
- Dexterity
- Ranged attacks
- Melee attacks with finesse weapons
- Light Armor AC
- Hiding
- Skills
- Acrobatics
- Sleight of Hand
- Stealth
- Constitution
- HP
- Spellcasting Ability
- Skills
- Endurance
- Stomach
- Intelligence
- Bonus languages
- Detection
- Light Armor AC
- Spellcasting Ability
- Arcana
- Commerce
- History
- Investigating
- Nature
- Religion
- Urban
- Wisdom
- Detection
- Spellcasting Ability
- Animal Handing
- Insight
- Medicine
- Perception
- Survival
- Charisma
- Reaction Rolls
- Spellcasting Ability
- Skills
- Deception
- Gather Information
- Intimidation
- Performance
- Persuasion
I 99% agree with you, although I've never been quite sure what to do with crossbows. Do they simply not get any stat-related bonus to damage? I'd be fine with that personally, but I don't know how popular it would actually be.Dexterity should NEVER affect damage! That's Strength's purview - being stronger means you hit it harder and hurt it more. Dex affecting to-hit with ranged means you're more likely to hit it at all, not that you'll do more damage when you connect.
Well, there's realism and there's unnecessary complications. Rolling initiative was a PITA when I played 2e and it was a PITA when I played SWADE recently.Also, IMO initiative shouldn't be modified by anything (and should be rerolled each round), to better simulate the chaos and unpredictability of battle a.k.a. the fog of war.
The way I figure it--and this is something that actually came up in a game I ran--you're not really persuading or trying to scare the animal into complying, which would both be Charisma things. The animal isn't really smart enough to understand those things in the way that a human would be able to understand it. You're training (not teaching) it to engage in trade with you: it performs an action in exchange for praise, treats, or some other benefit, or to avoid a harm. It can't understand. The Wisdom comes in because you are (presumably) figuring out the best way to communicate this trade with the animal, not just relying on rote steps like you would if it were an Intelligence skill.Animal handling seems tailor-made as a Charisma-based ability, what's it doing in Wisdom? Some aspects of survival might want to move to Constitution.
Yes, there are souls aplenty.What's missing from one or both of Wisdom and Charisma is the whole idea of "spiritual strength" or "spiritual resilience"; i.e. how resistant are you to effects that try to attack or affect your soul (assuming there's any left in 5e). Also what's missing is the admittedly-nebulous idea of willpower, which falls somewhere under one or both of these stats.
OK, maybe Browbeat (i.e., Intimidate) should be a thing you could apply either Strength or Charisma to. Maybe this is a case where, like with Level Up, skills aren't tied to stats.
- Strength
- Melee attacks
- Ranged attacks with thrown weapons bows
- Heavy armor AC
- Shield AC
- Carrying Capacity
- HP
- Skills
- Athletics
- Browbeat
- Lifting
For sorcerers?
- Constitution
- Spellcasting Ability
What exactly would Stomach do that Endurance wouldn't?
- Skills
- Endurance
- Stomach
I do like the inclusion of Urban, but is this a "Streetwise" skill or more a general knowledge about cities?
- Intelligence
- Bonus languages
- Detection
- Light Armor AC
- Spellcasting Ability
- Arcana
- Commerce
- History
- Investigating
- Nature
- Religion
- Urban
You have Detection both here and under Intelligence. What do you think the difference is?
- Wisdom
- Detection
Correct. Unless the crossbow or the ammunition is magical, or unless you roll a crit, crossbow damage is what it is. The stats of the shooter don't affect it.I 99% agree with you, although I've never been quite sure what to do with crossbows. Do they simply not get any stat-related bonus to damage? I'd be fine with that personally, but I don't know how popular it would actually be.
I've always had re-rolled initiative, but I use a d6 for init instead of d20 (with, obviously, ties allowed). It doesn't take long.Well, there's realism and there's unnecessary complications. Rolling initiative was a PITA when I played 2e and it was a PITA when I played SWADE recently.
Three things here. One, to me teaching and training are the same thing. Two, I think many common animals understand a lot more than we give them credit for. Three, using praise, treats, fear, pain, or any other reward-punishment mechanism is simply a blunt-force means of persuasion, which lands squarely under Charisma.The way I figure it--and this is something that actually came up in a game I ran--you're not really persuading or trying to scare the animal into complying, which would both be Charisma things. The animal isn't really smart enough to understand those things in the way that a human would be able to understand it. You're training (not teaching) it to engage in trade with you: it performs an action in exchange for praise, treats, or some other benefit, or to avoid a harm. It can't understand.
Communication, though, in terms of getting a point across and-or making something understand what you're getting at is IMO all Charisma all the time.The Wisdom comes in because you are (presumably) figuring out the best way to communicate this trade with the animal, not just relying on rote steps like you would if it were an Intelligence skill.
I don't want it nearly that simplistic, though. For one thing, I'd like to see the save type determined by what's trying to affect you, a la 1e, rather than merely by how you're trying to resist it. For another, I'd like some things to be harder to save against than others, at the category level, meaning a different save matrix for each effect. Third, class should in some cases make a difference to the save. (for example, Rogues should be better at saves vs poison than anyone else; Necromancers better at saves vs death, and so on) And sometimes a save should be a straight-up unmodified roll.Yes, there are souls aplenty.
But Will or Willpower is a perfectly good save. In 3x, you applied your Con to Fortitude, Dex to Reflexes, and Wis to Willpower. In 4e, it seems that you applied either your Strength or Con to Fortitude, either your Dex or Int to Reflexes, and either your Wis or Cha to Willpower. I think I like the 4e version better.
Maybe but it never works as not for nothing the majority of players and DMs can't handle Skills with Alternate Ability Scores.OK, maybe Browbeat (i.e., Intimidate) should be a thing you could apply either Strength or Charisma to. Maybe this is a case where, like with Level Up, skills aren't tied to stats.
RAW Athletics is just climbing, grappling, jumping, and swimming.How does Lifting differentiate from Athletics? Or rather, why isn't Lifting a subset of Athletics?
For sorcerers?
Stomach is not vomiting or getting drunk.What exactly would Stomach do that Endurance wouldn't?
In D&D terms, alchelmy and Engineering are tools.I do like the inclusion of Urban, but is this a "Streetwise" skill or more a general knowledge about cities?
I might want to add Engineering and Alchemy here.
Active vs Passive. Same as 5e.You have Detection both here and under Intelligence. What do you think the difference is?
Fair enough. My table doesn't have a problem, but I'll accept that many do.Maybe but it never works as not for nothing the majority of players and DMs can't handle Skills with Alternate Ability Scores.
And the truth is... unless your group understand how to really do it.... Skills with Alternate Ability Scores. is a broken unbalanced skill system.
It doesn't work unless you fully commit and aggain most people cant. They will just make Skills with more obvious Alt Abilities more powerful and must haves.
Huh. My table always used Athletics for the first three things (breaking things is an attack roll). I guess I assumed it was RAW.RAW Athletics is just climbing, grappling, jumping, and swimming.
You don't add Athletics to lifting, pushing, pulling, and breaking things.
I'm not sure I like it for warlocks. Their magic is learned or granted, not innate. I prefer the Level Up way, where they can choose between Int, Wis, and Cha.warlocks and sorcerers.
Nah. That's a Constitution save, not a skill. Plus, I think that in my 30-odd years of gaming--which includes my college years--we've had people had to roll to avoid getting drunk or barfing maybe four or five times. At most I can see an "Iron Stomach" half-feat.Stomach is not vomiting or getting drunk.
"Do you get drunk enough to be sick?" comes up regularly, if infrequently, in my games. About equally often, a similar question will arise when entering a stinking room, or when someone's eaten some slightly-off food.Nah. That's a Constitution save, not a skill. Plus, I think that in my 30-odd years of gaming--which includes my college years--we've had people had to roll to avoid getting drunk or barfing maybe four or five times. At most I can see an "Iron Stomach" half-feat.