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Vote Up A 5e-alike, Part 3: Stats and ASIs
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<blockquote data-quote="RangerWickett" data-source="post: 9160423" data-attributes="member: 63"><p>I'd go:</p><p></p><p>STR - gear you can carry and use effectively, plus climb/jump/swim, and probably shove/grab; also saves to resist movement</p><p>DEX - skills are good enough (Acrobatics, Stealth, Thievery); also saves to resist area damage</p><p>CON - HP; also saves to resist poison</p><p>INT - skills, languages; no saves, but I would probably give people bonus skills</p><p>WIS - skills; also saves to resist illusions, deception, and attacks on your soul</p><p>CHA - skills (the best skills, one might say); also saves to resist charm and compulsion</p><p></p><p>Your saving throw bonuses would be affected by your ability scores (and proficiency). But the save DC of spells would just scale by level, maybe with options for characters to pick certain abilities they want to be extra good at.</p><p></p><p></p><p></p><p>I prefer stuff to be affected by actions in play, and not only by choices during character creation. What I'd kinda love would be a mashup 5e-PF2 system, where your actions are used to directly progress toward victory (by dealing damage with attacks or casting major spells), but your bonus actions were all set up to do <em>nifty</em> things:</p><p></p><ul> <li data-xf-list-type="ul">Pose a dilemma (e.g., create an aura, and if your opponent ends their turn in the aura, bad thing happens; or <strong>Press</strong> an opponent in melee: you choose a spot within 15 feet, and if they don't back up to it, you get +1d4 on your attacks against them next turn; if they do back up, you can't make OAs, but you can follow freely)</li> <li data-xf-list-type="ul">Buff an ally (e.g., if you are a spellcaster, you can spend a bonus action to increase the DC of an ally spellcaster's next spell by 1d4)</li> <li data-xf-list-type="ul">Battlefield adjustment (e.g., throw alchemist fire -- which does damage at end of turn if you stay in the fire, but not upon attack; or minor spells that conjure wind, smoke, etc.)</li> <li data-xf-list-type="ul">Extreme mobility (e.g., jumping, misty step, throwing people)</li> </ul><p></p><p>So instead of trying to get stat boosts to increase your attack rolls and save DCs, you'd instead use bonus actions to do various tricks and tactics. Now there's a more narrative heft to things.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 9160423, member: 63"] I'd go: STR - gear you can carry and use effectively, plus climb/jump/swim, and probably shove/grab; also saves to resist movement DEX - skills are good enough (Acrobatics, Stealth, Thievery); also saves to resist area damage CON - HP; also saves to resist poison INT - skills, languages; no saves, but I would probably give people bonus skills WIS - skills; also saves to resist illusions, deception, and attacks on your soul CHA - skills (the best skills, one might say); also saves to resist charm and compulsion Your saving throw bonuses would be affected by your ability scores (and proficiency). But the save DC of spells would just scale by level, maybe with options for characters to pick certain abilities they want to be extra good at. I prefer stuff to be affected by actions in play, and not only by choices during character creation. What I'd kinda love would be a mashup 5e-PF2 system, where your actions are used to directly progress toward victory (by dealing damage with attacks or casting major spells), but your bonus actions were all set up to do [I]nifty[/I] things: [LIST] [*]Pose a dilemma (e.g., create an aura, and if your opponent ends their turn in the aura, bad thing happens; or [b]Press[/b] an opponent in melee: you choose a spot within 15 feet, and if they don't back up to it, you get +1d4 on your attacks against them next turn; if they do back up, you can't make OAs, but you can follow freely) [*]Buff an ally (e.g., if you are a spellcaster, you can spend a bonus action to increase the DC of an ally spellcaster's next spell by 1d4) [*]Battlefield adjustment (e.g., throw alchemist fire -- which does damage at end of turn if you stay in the fire, but not upon attack; or minor spells that conjure wind, smoke, etc.) [*]Extreme mobility (e.g., jumping, misty step, throwing people) [/LIST] So instead of trying to get stat boosts to increase your attack rolls and save DCs, you'd instead use bonus actions to do various tricks and tactics. Now there's a more narrative heft to things. [/QUOTE]
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