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What needs to be fixed in 5E?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5715822" data-attributes="member: 54877"><p>My ideal is that the ability scores are kept, but the cause and effect vis-a-vis attack bonuses is reversed. The correlation between attack rolls and ability scores would still be loosely there in one sense, but not determinative. This naturally changes character generation.</p><p> </p><p>Are you a fighter that hits people with heavy melee weapons as your thing. Then you get a certain amount of increasing attack bonus with such weapons, from your level, and a static bonus from your class. (Whether these match current 4E numbers with Str included or not is irrelevant. Whatever makes the math work is fine.) Having this ability also gives you the option to gradually increase Str and/or Con. If you choose to increase Str, you do more damage, open heavy doors easier, leap longer, etc. </p><p> </p><p>I'd also like the increases in ability scores to be less frequent, but the bonuses to damage and other things outside of hitting to be a bit nicer. There is a danger in my ideal that players feel locked out of character concepts, because they want this "strong guy that became a fighter" but feel like they had this "98 lb weakling that started as a fighter and became strong". If attack bonus is out of the equation, you don't increase abilities so radically, remaining bonuses are nicer, and you start with a smattering of ability bonuses--then a wider range of starting concepts are possible. You could have the strong guy that hits hard from the beginning, but wasn't all that accurate until his fighter level increases. But you can also have that 98 lb weakling that gets wiry and strong due to being a fighter over several levels.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5715822, member: 54877"] My ideal is that the ability scores are kept, but the cause and effect vis-a-vis attack bonuses is reversed. The correlation between attack rolls and ability scores would still be loosely there in one sense, but not determinative. This naturally changes character generation. Are you a fighter that hits people with heavy melee weapons as your thing. Then you get a certain amount of increasing attack bonus with such weapons, from your level, and a static bonus from your class. (Whether these match current 4E numbers with Str included or not is irrelevant. Whatever makes the math work is fine.) Having this ability also gives you the option to gradually increase Str and/or Con. If you choose to increase Str, you do more damage, open heavy doors easier, leap longer, etc. I'd also like the increases in ability scores to be less frequent, but the bonuses to damage and other things outside of hitting to be a bit nicer. There is a danger in my ideal that players feel locked out of character concepts, because they want this "strong guy that became a fighter" but feel like they had this "98 lb weakling that started as a fighter and became strong". If attack bonus is out of the equation, you don't increase abilities so radically, remaining bonuses are nicer, and you start with a smattering of ability bonuses--then a wider range of starting concepts are possible. You could have the strong guy that hits hard from the beginning, but wasn't all that accurate until his fighter level increases. But you can also have that 98 lb weakling that gets wiry and strong due to being a fighter over several levels. [/QUOTE]
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What needs to be fixed in 5E?
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