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<blockquote data-quote="n0nym" data-source="post: 6796310" data-attributes="member: 6801533"><p>PoE did things really well for a video game, but I agree that it's a bit too complicated for a real-life RPG. I think what 5th edition designers should have done, is give us an alternate attribute system in the DMG. They tried to do something like this, with the introduction of the <strong>Sanity </strong>and <strong>Honor </strong>attributes, but should have gone a bit further imo.</p><p></p><p>I personaly chose to rewrite the attributes by merging several of them and getting a 5-stats system like several other RPGs have (7th sea, L5R). Unfortunately, only one person gave me his opinion in the thread I created (thanks btw !) so I think it's a good place to repost them. Please note : Classes get one strong saving-throw and half their proficiency bonus in their second saving throw.</p><p></p><p><strong>Dexterity :</strong> virtually unchanged except : applies to attack rolls with all weapons (except Heavy) and to damage rolls with Ranged and Finesse weapons. Still applies to Initiative, AC, skills.</p><p></p><p><strong>Sturdiness :</strong> compound of Strength and Constitution for saving throws, concentration, etc... Applies to damage rolls with all weapons (except Ranged and Finesse weapons) and to attack rolls with Heavy weapons. Sturdiness score is used to calculate Wound points (I'll be using a kind of Vitality system).</p><p></p><p><strong>Wits :</strong> compound of Wisdom and Intelligence for saving throws (except Charm and Fear) and most skills. Now applies to <em>Initiative </em>and <em>Deception </em>checks as well.</p><p></p><p><strong>Fortitude / Determination :</strong> replaces <em>Charisma </em>for saving throws, <em>Wisdom </em>for Charm and Fear saving throws and maybe Constitution for spells and effects like Finger of Death. Used for Persuade, Intimidate, Perform and some Animal Handling checks. Modifier adds to Vitality points.</p><p></p><p><strong>Fate / Luck :</strong> used for Death Saving Throws (no proficiency allowed). Gives [modifier] "Fate points" (act as Luck points) each Session or Long Rest (if Gritty Realism is used). Used for "luck" checks (like trying to find a needle in a haystack). If the modifier is negative, the DM gets the "Fate points" instead and can use them against this character.</p><p></p><p>PS : I'm running a 5th ed Dark Sun campaign with Templars being Paladins (mostly low-ranking ones) and Clerics (high templars) and it's working really well. Rogue and fighter subclasses are also psionic in nature, just like the bard. I'm not a purist though, so what works for me probably doesn't work for a 1st edition rigorist.</p></blockquote><p></p>
[QUOTE="n0nym, post: 6796310, member: 6801533"] PoE did things really well for a video game, but I agree that it's a bit too complicated for a real-life RPG. I think what 5th edition designers should have done, is give us an alternate attribute system in the DMG. They tried to do something like this, with the introduction of the [B]Sanity [/B]and [B]Honor [/B]attributes, but should have gone a bit further imo. I personaly chose to rewrite the attributes by merging several of them and getting a 5-stats system like several other RPGs have (7th sea, L5R). Unfortunately, only one person gave me his opinion in the thread I created (thanks btw !) so I think it's a good place to repost them. Please note : Classes get one strong saving-throw and half their proficiency bonus in their second saving throw. [B]Dexterity :[/B] virtually unchanged except : applies to attack rolls with all weapons (except Heavy) and to damage rolls with Ranged and Finesse weapons. Still applies to Initiative, AC, skills. [B]Sturdiness :[/B] compound of Strength and Constitution for saving throws, concentration, etc... Applies to damage rolls with all weapons (except Ranged and Finesse weapons) and to attack rolls with Heavy weapons. Sturdiness score is used to calculate Wound points (I'll be using a kind of Vitality system). [B]Wits :[/B] compound of Wisdom and Intelligence for saving throws (except Charm and Fear) and most skills. Now applies to [I]Initiative [/I]and [I]Deception [/I]checks as well. [B]Fortitude / Determination :[/B] replaces [I]Charisma [/I]for saving throws, [I]Wisdom [/I]for Charm and Fear saving throws and maybe Constitution for spells and effects like Finger of Death. Used for Persuade, Intimidate, Perform and some Animal Handling checks. Modifier adds to Vitality points. [B]Fate / Luck :[/B] used for Death Saving Throws (no proficiency allowed). Gives [modifier] "Fate points" (act as Luck points) each Session or Long Rest (if Gritty Realism is used). Used for "luck" checks (like trying to find a needle in a haystack). If the modifier is negative, the DM gets the "Fate points" instead and can use them against this character. PS : I'm running a 5th ed Dark Sun campaign with Templars being Paladins (mostly low-ranking ones) and Clerics (high templars) and it's working really well. Rogue and fighter subclasses are also psionic in nature, just like the bard. I'm not a purist though, so what works for me probably doesn't work for a 1st edition rigorist. [/QUOTE]
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