| AdAstraGames |
This bounced around with Kirth Gerson's homerules, and I've been thinking about it some.
STR: Bonus to melee damage, thrown weapons. Carrying capacity as written.
DEX: Bonus to AC, bonus to hit with Melee weapons, bonus to Reflex saves.
CON: Bonus to Fort Saves, bonus to hit points, sets death threshold.
INT: Bonus to languages known, bonus to Skill Points, casting stat.
WIS: Bonus to hit with ranged attacks, casting stat.
CHA: Bonus to Will Save, casting stat.
This has less to do with "realism" and more to do with making sure that there are multiple solutions for making viable characters. Plus, well, I've gotten a wee bit tired of seeing INT 7/CHA 7 Fytor Teh Thumpenator builds. :)
Paul Watson
|
AdAstraGames wrote:I'm intrigued. Explain your reasons for these two.
WIS: Bonus to hit with ranged attacks
CHA: Bonus to Will Save
Not the OP but I would figure it as:
Wis includes Perception and keen senses. The keener your senses, the better you can place your ranged shots by spotting weak points and openings.Cha is now force of personality, so the stronger your personality, the better you can shrug off Will based effects.
But it's basically rebalancing the abilities so Dex isn't the God stat and Cha isn't the dump stat of choice for, everyone that doesn't use it as a casting stat.
| Sean FitzSimon |
If your only goal here is to redistribute bonuses among the six stats in an equal and as-logical-as-possible way then you might reconsider. Look at me play the devil's advocate!
Placing an attack stat (wisdom) on a caster stat means that you've overlapped two very powerful abilities and given a substantial boost to several classes that are already considered very powerful. In fact, you've ushered the return of the Archer Cleric, but in an edition where archery is brutal.
You haven't identified where initiative comes from. I'd be very wary about placing it on any of the three casting stats, as those are the classes who most often benefit from a high initiative score. It might be best on wisdom (situational awareness) if you took away the bonus to ranged attacks and placed it back on dexterity. This would mean that dexterity was simply your ability to land a strike through coordination, much as it is now with ranged attacks.
Just thinking out loud.
| SmiloDan RPG Superstar 2012 Top 32 |
This really hurts guys in heavy armor, as the extra dex they need to hit would be negated by the armor.
Maybe then introduce a Brute feat....
Brute
Requirements: BAB +1
Benefits: You may use your Strength modifier in place of your Dexterity modifier on melee attack rolls.
Kind of the opposite of Weapon Finesse.
Thalin
|
All you did here was make wisdom the default fighter dump stat, rather than Cha, for non-archers. And made all monks zen archer-types.
If you move stuff around to prevent stay dump, you risk making melees even worse than they are. Meanwhile, you've made charisma based casters even better (and summoner / oracle were "top of the line" already), while making monsters have a harder life (monsters more often than not have high strength and low Dex / Wis. Poor giant can't hit with his rock anymore.
Easier monsters, MAD dependent front line, unchanged (or in some cases, better) casters. Was this what you hoped for?
| Andy Ferguson |
What about making charisma the only casting stat, and maybe adding init to wisdom. That way there would be more parity amongst casters (i.e. you are no longer the caster who can pick up dates vs. the caster who has more skills).
The issues about monsters with bad dexterity is a legitimate one though, you would need to add something about after reaching a certain size, strength becomes your to-hit stat.