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Vote Up a 5e-alike: The Current State Of Things (As of 10/27)
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<blockquote data-quote="Faolyn" data-source="post: 9174602" data-attributes="member: 6915329"><p>Here's what we have right now:</p><ul> <li data-xf-list-type="ul">Spells require a roll to activate, with possibly disastrous results if miscast.</li> <li data-xf-list-type="ul">The majority of spells are non-damaging; the only damaging spells are going to be cantrips and iconic spells. </li> <li data-xf-list-type="ul">People wanted to both have a limit on the number of caster classes but also allow for all caster classes. I'd go for wizard-cleric-warlock-druid myself.</li> <li data-xf-list-type="ul">Spells are limited to 5th level.</li> <li data-xf-list-type="ul">Rangers aren't casters.</li> <li data-xf-list-type="ul">Hit points are reduced and healing takes longer and/or is more difficult.</li> <li data-xf-list-type="ul">The term used instead of race is ancestry.</li> <li data-xf-list-type="ul">The "core" ancestries are human, dwarf, elf, halfling, orc, and goblin. </li> <li data-xf-list-type="ul">There are no "sub-races." Elf is elf. But each ancestry will have one trait they can choose--an ancestry gift, if you will.</li> <li data-xf-list-type="ul">There will be cultures in addition to backgrounds</li> <li data-xf-list-type="ul">Starting ASI is partially based on ancestry, partially floating.</li> <li data-xf-list-type="ul">Stat mods are as per 5e: 12-13 = +1, 14-15 = +2, etc.</li> <li data-xf-list-type="ul">Three saving throws: Fortitude, Reflexes, Willpower (can be renamed)</li> <li data-xf-list-type="ul">Standard core skills</li> <li data-xf-list-type="ul">Tool, game, musical instrument, etc., are separate from skills</li> <li data-xf-list-type="ul">Intelligence grants bonus skills, languages, etc.</li> <li data-xf-list-type="ul">Wisdom (Perception) affects Initiative</li> <li data-xf-list-type="ul">Strength, <em>not </em>Dexterity, affects the damage of all weapons.</li> <li data-xf-list-type="ul">Each class gets Expertise (doubling PB) in one or more skills that are important to that class</li> <li data-xf-list-type="ul">ROLL UNDER--so far, the biggest change</li> <li data-xf-list-type="ul">Feats at 1st level</li> <li data-xf-list-type="ul">Feat schedule depends on your class rather than at a set level like in 5e</li> <li data-xf-list-type="ul">Feats have class/level prereqs</li> <li data-xf-list-type="ul">No half-feats.</li> <li data-xf-list-type="ul">20 levels</li> </ul><p></p><p><strong>Thoughts From The Comments (and Runners-Up)</strong></p><ul> <li data-xf-list-type="ul">Include a Wounds system based either on Con or Con modifier which is difficult to heal, while hit points remain fairly easy to heal.</li> <li data-xf-list-type="ul">Include lizardfolk as an ancestry.</li> <li data-xf-list-type="ul">Have "racial templates" like half-human and fey-touched. This could possibly be one of the above-mentioned ancestry gifts.</li> <li data-xf-list-type="ul">Make spells more versatile.</li> <li data-xf-list-type="ul">Starting ASIs are partially ancestry, partially class, partially floating.</li> <li data-xf-list-type="ul">Include stat caps for different ancestries.</li> <li data-xf-list-type="ul">Use attribute/class/background/culture skills instead the core skills. These would be Life Skills, separate from the core skills.</li> <li data-xf-list-type="ul">Give each stat a "passive ability" that doesn't need to be rolled: passive athletics, passive sneakiness, passive endurance, passive perception, passive insight, passive charming-ness.</li> <li data-xf-list-type="ul">Front-load class abilities. After a while (10th level?), you stop getting class abilities and just get feats.</li> <li data-xf-list-type="ul">Make level progression open-ended; XP is easy to calculate to allow for infinite level.</li> <li data-xf-list-type="ul">Class abilities involve choices, so two characters of the same class and level won't necessarily look alike.</li> <li data-xf-list-type="ul">Add Strength to your AC when using a shield.</li> <li data-xf-list-type="ul">XP/level is something like 1k per level (and you earn less XP for lower-level challenges) <em>or </em>1k x your level. Easy to calculate either way.</li> <li data-xf-list-type="ul">Slight emphasis on non-supernatural monsters.</li> </ul><p></p><p><strong><span style="color: rgb(97, 189, 109)">Food For Thought</span></strong></p><p>Between feats and choices to be made at each level, are archetypes really necessary? Anything an archetype can do can be replaced by feat chains and choices, and not having them could simplify chargen. An archetype could simply be "to play a brawler type, take <em>this </em>class and <em>these </em>feats" rather than create a Brawler archetype.</p><p></p><p>So unless there are any other ideas, I will work on a poll for Fighters. I won't get that up until tomorrow, though--tonight is game night, and we just finished off our first combat in several sessions. I love being a Swashbuckler; I get <em>so much </em>sneak attack.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9174602, member: 6915329"] Here's what we have right now: [LIST] [*]Spells require a roll to activate, with possibly disastrous results if miscast. [*]The majority of spells are non-damaging; the only damaging spells are going to be cantrips and iconic spells. [*]People wanted to both have a limit on the number of caster classes but also allow for all caster classes. I'd go for wizard-cleric-warlock-druid myself. [*]Spells are limited to 5th level. [*]Rangers aren't casters. [*]Hit points are reduced and healing takes longer and/or is more difficult. [*]The term used instead of race is ancestry. [*]The "core" ancestries are human, dwarf, elf, halfling, orc, and goblin. [*]There are no "sub-races." Elf is elf. But each ancestry will have one trait they can choose--an ancestry gift, if you will. [*]There will be cultures in addition to backgrounds [*]Starting ASI is partially based on ancestry, partially floating. [*]Stat mods are as per 5e: 12-13 = +1, 14-15 = +2, etc. [*]Three saving throws: Fortitude, Reflexes, Willpower (can be renamed) [*]Standard core skills [*]Tool, game, musical instrument, etc., are separate from skills [*]Intelligence grants bonus skills, languages, etc. [*]Wisdom (Perception) affects Initiative [*]Strength, [I]not [/I]Dexterity, affects the damage of all weapons. [*]Each class gets Expertise (doubling PB) in one or more skills that are important to that class [*]ROLL UNDER--so far, the biggest change [*]Feats at 1st level [*]Feat schedule depends on your class rather than at a set level like in 5e [*]Feats have class/level prereqs [*]No half-feats. [*]20 levels [/LIST] [B]Thoughts From The Comments (and Runners-Up)[/B] [LIST] [*]Include a Wounds system based either on Con or Con modifier which is difficult to heal, while hit points remain fairly easy to heal. [*]Include lizardfolk as an ancestry. [*]Have "racial templates" like half-human and fey-touched. This could possibly be one of the above-mentioned ancestry gifts. [*]Make spells more versatile. [*]Starting ASIs are partially ancestry, partially class, partially floating. [*]Include stat caps for different ancestries. [*]Use attribute/class/background/culture skills instead the core skills. These would be Life Skills, separate from the core skills. [*]Give each stat a "passive ability" that doesn't need to be rolled: passive athletics, passive sneakiness, passive endurance, passive perception, passive insight, passive charming-ness. [*]Front-load class abilities. After a while (10th level?), you stop getting class abilities and just get feats. [*]Make level progression open-ended; XP is easy to calculate to allow for infinite level. [*]Class abilities involve choices, so two characters of the same class and level won't necessarily look alike. [*]Add Strength to your AC when using a shield. [*]XP/level is something like 1k per level (and you earn less XP for lower-level challenges) [I]or [/I]1k x your level. Easy to calculate either way. [*]Slight emphasis on non-supernatural monsters. [/LIST] [B][COLOR=rgb(97, 189, 109)]Food For Thought[/COLOR][/B] Between feats and choices to be made at each level, are archetypes really necessary? Anything an archetype can do can be replaced by feat chains and choices, and not having them could simplify chargen. An archetype could simply be "to play a brawler type, take [I]this [/I]class and [I]these [/I]feats" rather than create a Brawler archetype. So unless there are any other ideas, I will work on a poll for Fighters. I won't get that up until tomorrow, though--tonight is game night, and we just finished off our first combat in several sessions. I love being a Swashbuckler; I get [I]so much [/I]sneak attack. [/QUOTE]
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