alternative to-hit method

Post/Author/DateTimePost
#1

uglyvan

Oct 14, 2014 12:54:48

first, you have a Fighter level, from 0 to +7

then, you have a Strength level, from -2 to +7

then you add a 3d6 with 1s giving 0, 2s to 5s giving 1, and 6s giving a 2 ( that gives a 0 to 6 bonus )

 

fighter level:

 

0 if you are clumsy or have never practiced martial arts

1 if you are familiar with martial arts, or train occasionaly

2 if you have a good positioning or have black belt

3 if you train as a military

4 if you are a kung fu champion

5 if you are any typical boss from kung fu movie

6 if you are a shaolin priest

7 if you have finished training martial arts

 

strength level!

 

level effective str

-2 --- 3

-1 --- 6

+0 --- 9

+1 --- 12

+2 --- 15

+3 --- 18

+4 --- 20

+5 --- 22

+6 --- 24

+7 --- 25

 

 

#2

CCS

Oct 14, 2014 17:00:55
Too much effort for no benefit.
#3

Railgun

Oct 15, 2014 8:11:39

It is interesting

 

But unfortunately you run into problems with other classes (do paladins/barbarians/rogues get a fighter level), with ranged and thrown attacks (Dex?), with advantage/disadvantage (who wants to reroll 3d6?) and with critical hits (you cannot roll 20)

 

that being said, it is a significantly interesting roleplaying idea and it could work well if modified and developed into its own homebrew system.

It will not work with 5e.

#4

Captain_Kobold

Oct 16, 2014 11:53:19

What is the actual issue that this suggestion prevents, that is a problem with the normal "to hit" rules?

 

Does "Fighter level" have any connection to actual levels of Fighter class? What about if you aren't a Fighter?

Why do clerics of one specific religion get a large benefit?

 

Does "strength level" have any connection to your level of the strength stat? Is the "effective strength" based on your level different from your actual strength stat?

 

How does this system work? You add all the numbers together, you get a number with very little variation. Do you need to beat the opponent's AC with it? It seems to be too static, leading to too much chance of falling into auto-hit or auto miss territories.