Wednesday, January 3, 2018

Core D&D part 3


With the elimination of the handful of common mechanics in most editions, we need to figure out some way to replace them using what is left over, namely HP and the ability scores. Ability scores have always been one of the more underutilized mechanics of dnd, so we can look there when trying to recreate attack rolls and saves. A simple roll 3d6 under ability score handles the save mechanic, but it still leaves us with a hole when trying to recreate the boons classes received when leveling up; for that, we are going to have to modify the ability score to be a lot less static than usual.

The name of the game here is advancement, so that any class features and mechanics outside of the saves/ability scores and hitpoints are gained on level up. At 1st level (or level 0, depending on how you play things), your PC will have 3d6 in order ability scores, modifiers as od&d, and some number of HP (the amount here is predicated on what kind of game you want to play, with the higher the HP the more heroic your characters start as). At each gained level, a character may gain x hitpoints (my gut says 1-2, but it could easily be 1d6), gain a spell, or add +1 to any ability modifier they wish, capped at +3.

The modifier is useful in certain situations like bonus damage dealt, languages known, or amount of retainers that can be had, but its main advantage is it is added to your dice when making a saving throw.

Strength

Your strength modifier is added to your damage rolls if using melee weapons, as well as if you are fighting someone unarmed. It is also the measure of how many heavy items you can carry on you at any one time, where your Str score itself is a measure of how many items in total you can have. Rolling under Str whenever attempting athletic endeavors like swimming, lifting, shoving or throwing things.

Dexterity

Adds damage to ranged attacks. Roll under Dex whenever attempting acrobatics (balancing, flips, jumps) as well as any combat maneuvers like trips, parries, disarms, etc.

Constitution

I think ive had a change of heart when it comes to hit dice, if only in the sense it allows for a bit more needed randomization when it comes to hit points and also allows Con to be a bit more important than just being the domain of endurance and resistance to poisons, etc. Your modifier is the number of times you can re-roll your hit dice each level, keeping highest rolled. Roll under Con when holding your breath, or resisting poisons, falls, or massive physical attacks. Your modifier is also subtracted from HP damage that derives from wilderness and dungeon exploration and travel.

Intelligence

Int is harder to peg, as its different things to a lot of people. I feel like it can do a lot more than languages (maybe has something to do with spell levels?), but for the time being lets keep it at that and expand past that in later posts. You roll under Int when reading books for comprehension, studying new spells, and casting magic.

Wisdom

Wisdom is common sense, but i also think its primed for being perceptiveness and actual awareness a la eyesight and hearing. Your Wis modifier is how many enemies you can fight simultaneously and still use your str/dex modifiers for bonus damage, as well as is added as a bonus to weather related reaction rolls. Roll under Wis when resisting magic, sound/sight checks, and when your PC has to struggle to restrain themselves from acting (basically a willpower check)

Charisma

All about the followers; your Cha modifier is how many retainers you can have that will stay Loyal. Additionally, add your modifier as a bonus when rolling social reaction rolls. Roll under Cha when attempting to persuade 


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