Phase 2

Phase 1 introduced critical new rules--Action Points and Focus--while bolstering PCs with targeted custom paths and classes.

Phase 3 is the full adoption of all new rules (or maybe there will be more phases).

Phase 2 will address some core mechanics that are out of whack, and will complete the transition to the new Equipment system.

On the block:

  • Critical hits
  • Casting modifiers
  • Armor Class
  • Weapon hit/dmg rolls
  • Improving weapon damage over time
  • Rationalizing multiattack
  • Maybe spell damage; if not, at least Mana for all casters
  • Uncap stat adds (consider tier bonuses)
  • Action confusion

Actions

Given that:

  • Bonus actions are weird.
  • There was nothing wrong with 3e.

Proposal:

  • Eliminate single action, bonus action.
  • Replace with standard action, swift action.

Variant A:

  • Eliminate bonus action.
  • Add offhand action.
  • Offhand attacks are offhand actions, and swift spells are labeled as "offhand spells".

Variant B:

  • Clarify that any ability labeled as a "bonus action" implies that you gain the ability to use it as a bonus action.

Variant A might have better terminology, but kind of unfair to dual wielders. Then again, there are plenty of augment maneuvers and spells, which would fix the problem. Two-hander wielders might be confused, but they can still use offhand actions, they just can't hold two weapons while doing so.

Variant B is by far the simplest. The others might confuse non-rules-lawyers.

Weapons

Given that:

  • Maneuvers and feats will make it possible to strike more enemies per action (in phase 3, and in phase 1-2 via targeted path/class abilities)
  • Fighters need base damage upgrades over time to compete with casters (and monsters)
  • Damage rolls are already overcomplicated

The proposal is:

  • Give multiattack equally to all fighter classes (fighter, ranger, barbarian, monk, paladin, and rogue) every 5 levels
  • Delete multiattack, and replace it with a base damage upgrade
  • Ensure all weapons inflict 1 die at 1st level
  • Add proficiency bonus to damage with proficient weapons
  • Add expertise mechanic for certain class/weapon combos to enhance proficiency bonus

Thus, a dagger inflicts 1d4 at level 1-4, 2d4 at level 5-9, 3d4 at 10-14, etc. A greataxe inflicts 1d12, 2d12, 3d12, etc...

Specific notes:

  • This obsoletes 5e Adv fighter's Weapon Specialization. Proposed solution: grants ability to take half damage without rolling. Further specialization: max damage.

Critical Hits

Crits are less common now, but also less effective? That's...a little dumb.

Given:

  • Crits are quite rare
  • Crits should be exciting
  • Enemies seem to have too many HP, and only casters can circumvent that
  • PCs have more ways to avoid insta-death without relying on HP

I propose:

  • Critical hits neither add dice nor damage, but have a chance to instantly kill or maim the subject.
  • All characters and monsters have a Damage Threshold.
  • Variant A
    • DT = max HP before modifiers from elite, villain, etc.
    • Any critical attack that deals less than DT kills minions, but elites and PCs merely gain the "wounded" status (disadvantage to all d20s) which itself can be healed away.
    • A critical attack that deals DT or higher causes instant death, and must be avoided with Action Points or other contingencies.
    • When I say "killed" or "instant death", I'm talking about what happens in normal 5e when you reach 0 HP.
  • Variant B
    • DT = Con + level x Scale.
    • There exists a table of injuries, similar to System 7 (but simpler).
    • Injuries are either minor, serious, or critical.
    • Minor: dmg < DT
    • Serious: DT < dmg < 2DT
    • Critical: dmg >= 3DT
    • Minions go down with any injury. Elites and leaders go down with a serious injury. Villains go down with a critical injury. PCs take the injury as it comes.
  • Variant C
    • DT = max HP
    • If a critical attack deals less than DT, lose 25% of your max HP. If that puts you at 0, so be it.
    • If a critical attack deals DT or more, lose 50% of your max HP.
    • If you hit 0, follow the normal rules.

I like A, but C is growing on me. B is too complex.

Also, goes without saying:

  • Sneak Attack doesn't add bonus damage. It causes critical damage.

Mana

Proposal:

  • All casters switch to Mana.
  • Pure casters (wiz, drd, clr, war) gain 2/level. Sorcerers get 3/level. Everybody adds their casting stat. No bonuses at 1st level.
  • Partial casters (pal, rgr, paths like eldritch knight) grant 1/level.
  • Multiclassers can bite me. Nah, use the stat from the higher-level class, rather than keeping separate Mana pools.
  • Spells cost 1 Mana per level.
  • Short rest: 1/4 max Mana (once/day). Long rest: all Mana.
  • Everyone has access to basic metamagic:
    • Empower: whenever a spell says "at level X, inflict Y more dice" that now means "for each 1 point Mana, add 1 die". There is no max Mana you can spend on Empower (other than, you know, spending all your remaining Mana).
    • Enlarge: +1 Mana = +100% range.
    • Widen: +1 Mana = +1 square of radius or box size, +2 squares cone, +5 line. Original spell must be an AoE.
    • Extend: +1 Mana = +100% duration.
    • Silent: 1 Focus = no verbal components. Can also roll Spellcraft DC 10 + 2/level, on success, free silent spell, on fail, no spell 4 u.
    • Still: 1 Focus = no somatic components. Can also roll Spellcraft DC 10 + 2/level, on success, free still spell, on fail, no spell 4 u.
    • Reserved: 1 Focus = auto-concentrate.

Casting Skills

Given that:

  • Casting modifier and save DC are some of the hardest mechanics to memorize in all of 5e.
  • Spell attacks are out of sync with regular attack system.

Proposed:

  • Remove casting modifier, save DC, and special spell attack rules.
  • Add a Spellcraft skill. All casters are proficient, and the ability modifier is the one they prefer.
  • Casting modifier is replaced with Spellcraft skill check.
  • Save DC is set by the caster when rolling Spellcraft to target the spell. This skill should always be rolled when casting a spell.
    • If preferred, you can set a static DC, equal the result you would get on Spellcraft when rolling a 10. Minions should always use static DC.

Area-Effect Spells

Given that:

  • Dex save for half on an AoE takes a long time to resolve.
  • Save for half is far less impactful than save for none, let alone save or die.
  • Enemies have way too many HP, and PCs have Action Points to escape an AoE.

Proposed:

  • Eliminate save-for-half from virtually all spells and effects that allow it.
    • Damage is unchanged.
  • Dex save remains useful, especially if Dodge is allowed.

Armor Class

The Armor Ratings idea described in 5e Advanced has some merit, as do the Dodge and Block Maneuvers. Neither seems like a Phase 2 idea. Instead, perhaps some class-specific tweaks:

Rogue:

  • Uncanny Dodge now reads: once/rd, you may roll a Dex save against any attack that otherwise hits you. On success, you avoid it entirely. You need not have been aware of the attack.

Also proposed:

  • Use simplified armor per the Armor page.

Attributes

Proposed:

  • Focus is now set to 5, with no Int or level component.
  • Focus and AP are valid targets for stat add every 4 levels. Max is 10 each.
    • Racial bonuses exist. Halflings gain +1 AP, Elves gain +1 Focus.

Mana/Stamina Imbalance

Given:

  • New mana rules allow casters to freely empower spells.
  • No such option exists for fighters.

Options:

  • Add Stamina attribute and baseline Power Attack or Flurry.
  • Give them more AP instead.

Feats

I'd like to get to a place with standard path advancement, skill alternatives, etc, but it still feels too heavy. Maybe feats can bridge the gap.

Proposed:

  • Feats are now gained on every even level, with a bonus feat at level 1.
    • Humans get an extra bonus feat.
  • Use the Feats list for now.
  • Feats can grant new skills, as well as skill alternatives.

Enemies

  • No more generic +200% HP because you're a villain. You have to have a template that explains it, such as "possessed by a demon" or "secretly a dragon the whole time" or whatever.
  • If you aren't a weird monster, then choose your battle location. A wizard in his tower is much scarier than one on the street.
  • If that's not feasible, then partner up! Don't use worthless minions, use serious partners of similar ability! Preferably in equal or greater number to the enemy!
  • Failing all three: don't fight the PCs. You will lose. Extra HP will only prolong your agony.

Same goes for minibosses and elites; maybe you can have a few more HP (although higher defenses might be better), but the key is that you're a heavier hitter, and should be a priority target...not that you're a boring slog-fest to kill.

Work on them cards!!! They are the real answer to Action Points.
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