Dungeons & Delvers 2nd Edition: Spending Skill Points For Attack Bonuses
Originally Attack Bonuses in Dungeons & Delvers were pretty sparse: warrior-types got +1 to hit with all weapons at 1st-level, and this scaled up pretty slowly, up to +5 at later levels. Rogue-types get it slower, and less overall, while spellcasters don't get it, period, but could generally use a talent or spell to use their spell or magic bonus (which also tends to scale slower than Attack Bonuses).
For 2nd Edition we're going with the 2nd- and 3rd Edition model, where fighters get +1 to hit at every level, and other classes at reduced rates. This makes sense to me, as even a wizard should get some bonus to hit given that he cannot rely on his magic all the time, nor would he even want to, and I assume during downtime or at some point while making camp and eating he's getting pointers from the fighter.
We're trying both this and the infinite-magic bard out in Melissa's monkey-themed adventure, and it definitely helps out low-Strength fighters from being largely useless (seriously, rolled a +0 for Strength on one), even with the Ganging Up bonus.
But something else I thought of that would be a drastic departure from the norm is allowing you to spend Skill Points to gain a bonus to hit with a specific weapon on top of everything else. For fighter-types it would cost 2 Skill Points, while everyone else needs to spend 4 (maybe a War Domain cleric can pick a talent to reduce this).
It's not with every weapon, or even a weapon group, but a specific weapon, and reflects additional training. So a 3rd-level fighter could have +3 to hit generally, but +5 with arming swords if he used up two levels worth of Skill Points. Of course, a level 3 wizard would have +1 to hit generally, but if he burns all of his skill points could squeeze out a +4 to hit with, say, a spear.
Sounds good, only 1 point behind the fighter, but the fighter will likely have a higher Strength, gets a baked-in, auto-scaling Damage Bonus, will very likely have way more WP and VP, and heavier armor and/or a shield. He could also have Talents that make him inflict more damage, be harder to hit, or just otherwise more durable.
So, that doesn't bother me, and a wizard going that route will not only not be upping his skills, he won't be able to buy any Skill Perks or passively enhance his magic. Mostly a see this as a way for wizards to occasionally eke out a slightly improved hit bonus, so they can conserve their Willpower, while still contributing in other ways.
Skill points could alternately be used to increase damage. This gives the fighter types something to ponder as they level up.
ReplyDeleteI thought about that, too. Right now they get +1 to damage at 1st-level, and then at various other points, which adds up to +5 over time. They also get multiple attacks.
DeleteCouple this with +1 to hit every level, the Ganging Up bonus AND bonus damage by exceeding Defense every 5 points, and a concern is that you could have a fighter doling out ridiculous amounts a damage, depending on the skill point cost, I suppose.
I'll ponder it, and do another math post. If you want to share more thoughts on this, feel free to email me: david.m.guyll@protonmail.com.