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Jul 6, 2018 at 6:50 answer added NathanS timeline score: 1
Jul 6, 2018 at 2:37 history edited V2Blast CC BY-SA 4.0
added example for clarity
Jul 6, 2018 at 2:36 comment added V2Blast I edited in an example to make it clear what you're proposing; feel free to revert it or edit it if you'd like.
Jul 6, 2018 at 1:39 history edited Slagmoth CC BY-SA 4.0
edited title
Jul 5, 2018 at 22:38 review Close votes
Jul 5, 2018 at 23:46
Jul 5, 2018 at 22:30 vote accept Man_Over_Game
Jul 5, 2018 at 22:29 history edited Man_Over_Game CC BY-SA 4.0
deleted 2 characters in body
Jul 5, 2018 at 22:13 answer added Pyrotechnical timeline score: 6
Jul 5, 2018 at 22:12 comment added Man_Over_Game Even numbers would give value in terms of skills and attacks, odd numbers would give value to saving throws. That way, you feel less wasteful when you spend a single attribute point. Or that's the intent.
Jul 5, 2018 at 22:10 comment added Blake Steel @DanielZastoupil wouldn't that create the staircase problem on the even numbers then? Where now 14 is no better than 13?
Jul 5, 2018 at 22:01 comment added Man_Over_Game That is what I am suggesting. Other skills and attacks would function as normal. A 13 would mean +2 for the saving throw, +1 for the relevant skill/attack.
Jul 5, 2018 at 21:58 comment added Pyrotechnical I'm unclear what you're asking. Are you suggesting that if a character had a score of 13 in an ability score, that would provide them a +2 modifier instead of a +1? Would other skills that key off ability scores still function the same?
Jul 5, 2018 at 21:58 review First posts
Jul 5, 2018 at 22:06
Jul 5, 2018 at 21:54 history asked Man_Over_Game CC BY-SA 4.0