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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.