Ability Scores
Problem:
- Ability score system works, but it's boring. Every caster is just maxing their casting stat and dumping everything else but Con. The toughest tanks in the game are now clothies.
- Hybrids like Paladins are SOL because you can only max out two stats. Granted, maxing out 3 stats is probably too strong, so this is a class design issue.
- The validation logic is confusing in practice. Simply increasing stats as you level might be better.
Potential Solutions
Proposal 1: Improve the value of all scores, make it viable to diversify stats
- Strength adds damage to all physical attacks (except maybe guns) and contributes to Parry, Block and Carry Capacity.
- Dexterity adds hit and crit to all physical attacks, and contributes to Dodge and Initiative.
- Constitution is pretty much fine (although see Fortitude below).
- Intelligence contributes to spell DC and spell crit.
- Wisdom contributes to Willpower and spell energy.
- Charisma contributes to spell damage.
Changes relative to previous version:
- "Contribution"
- tbd
- Dodge and Parry reactions disappear.
- Block is the superior mechanic to Parry.
- Evasion (the feat) is a reaction that allows dodging just about any attack.
- Mana
- aka Spell Energy
- Mana is consumed by ritual casting and metamagic, but not by routine spells
- Mana is fully recovered after a long rest, and partially recovered after a short rest.
- Basic metamagic is known to all casters, and includes:
- Enlarge: increase the size of a spell's area of effect by 1 step, paying the cost of 1 Mana per extra square. (Single target to burst 1 costs 9, burst 1 to 2 costs 12, etc)
- Empower: add 1 damage per rank per Mana point to a damaging power.
- Still: remove the somatic component of a power, allowing it to be cast while bound or otherwise unable to move. Costs 5 Mana per rank of the power.
- Silent: remove the verbal component of a power, allowing it to be cast while gagged or otherwise unable to speak. Costs 5 Mana per rank of the power.
- Fortitude and Willpower:
- Fortitude is a mechanic by which a PC (or enemy) can spend Hit Points to avoid an instant death or loss-of-control effect from a physical effect (weapon attack, fireball, crushed by rocks, etc). It is an immediate action usable at will, which exchanges a value of 5 HP per level for instantly negating the effect. At Con of +0, this is equivalent to 100% of Max HP, but at high Con, it's survivable.
- Willpower is a mechanic by which a PC (or enemy) can spend Mana to avoid an instant death or loss-of-control effect from a mental effect (charm/domination, stun, etc). It is an immediate action usable at will, which exchanges a value of 5 Spell Energy per level for instantly negating the effect.