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D&D 5E What if Modifiers Were Like This?

ren1999

First Post
What would the game be like if modifiers were between 0 and +9?
What about level-up rewards? Are these too stingy or too much?

a level of 9 or less has a 0 modifier
a level of 10 to 19 has a +1 modifier
a level of 20 to 29 has a +2 modifier
a level of 30 has a +3 modifier

an ability of 9 or less has a 0 modifier
an ability of 10 to 19 has a +1 modifier
an ability of 20 to 29 has a +2 modifier
an ability of 30 has a +3 modifier

a non-magical item
a +1 magic item
a +2 magic item
a +3 magic item

A God
level 30 (+3) feats that increase accuracy included
str 30 (+3)
magic (+3)
longsword 1d20+9 damage 1d8+9

A Super Mortal
level 20 (+2) feats that increase accuracy included
str 20 (+2)
magic (+3)
longsword 1d20+7 damage 1d8+7

level-up rewards
1 1 background skill, 3 powers
2 1 skill, or skill+1
3 ability+1
4 1 power
5 1 skill, or skill+1
6 ability+1
7 1 power
8 1 skill, or skill+1
9 ability+1
10 1 power

level-up rewards
1 constitution score+1hd, 1 action, 1 reaction
2 +1hd
3 +1hd
4 +1hd
5 +1hd, +1 action (allows for 2 weapon or 4E style combination fighting)
6 +1hd
7 +1hd
8 +1hd
9 +1hd
10 +1hd +1 action
 
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I think the idea has merit, but I have a few issues. Personally I think the difference between accuracy of 1st level novice warrior with a rusty sword and completely average 10 strength versus the 20th level Hercules with the Sword of Awesome Power (TM) should be more than just 35%. Not 70% or 80%, maybe 50%? Also, I don't want all my characters (as a player or DM) to have the same combat ability. The party's skill guy and the party's warrior should be distinct. One shines more in combat. That lets me feel as though I really have options and can play different styles of character. I do, however, want them both to be viable. A warrior character (be it fighter, rogue, or other) having more special abilities that have to do with combat could accomplish that without requiring different attack bonuses. A small boost to a fighter's attack beyond that of other classes seems appropriate though. Also, I want to be able to choose feats that might be passive bonuses or modify other "powers", not just gain more as I level.
 

I really like how skills are shaping up. I like the idea that there are 3 number differences between an easy and moderate task. How could we scale to hit bonuses like that?
 

I really like how skills are shaping up. I like the idea that there are 3 number differences between an easy and moderate task. How could we scale to hit bonuses like that?

There are a couple of methods, both of them essentially involve using named skill ranks.

The easiest is to have three ranks, say proficient, expert, and master. Each rank grants a +3 bonus when using a skill. I'm not keen on those number, though, because +9 is huge bonus. Though you could lower it to +2 so that a master treats a hard task like a novice treats an easy one.

The more satisfying option, which I can't take full credit for, is to instead give a modest bonus of +1 per rank and then apply a minimum die roll of 6, 8, or 10 respectively.

Thus, the minimum result for a proficient character with a 10 ability score is 7 (6 + 1, equal to a trivial task), while the minimum result for a master is 13 ( 10 + 3, equal to a moderate task). A solid ability score could push these up an entire rank. In addition, the Master is capable of achieving an entire higher rank than an equal novice, but difficult tasks are still difficult tasks.

Alternatively, the bonus could be +2, and the minimum d20 result could be 5, 6, and 7. The minimum totals remain the same as above, but the maximum result is three points higher.
 
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