DTAS Rules
The following is a list of rules for stripping out the worthless legacy mechanics of 4th edition (ie, ability scores) that straightjacket player choice and generally have no point in existing, turning the game into a much more streamlined engine.
Contents
Primary & Secondary Scores
Attacks use, typically, two scores when making attacks of any kind.
First is the score used to make the attacking roll (e.g. Strength vs. AC, Charisma vs. Will, Intelligence vs. Reflex) and the damage (e.g. 1[W] + Strength modifier damage, 2d8 + Intelligence modifier lightning damage). This is the primary score.
The other score is for additional effects, such as gaining temporary hit points equal to your Wisdom modifier, or pushing the target a number of squares equal to your Constitution modifier. This is the secondary score.
The primary score is +5, acting like a 20 under the old rules.
The secondary score is +3, acting like a 16 under the old rules.
Some classes might have powers that use different primary scores, such as Paladins having Strength and Charisma based powers. Both of these count as primary scores.
When a power uses two scores for damage (e.g. 1[W] + Strength modifier + Constitution modifier damage), the first one is the primary score, and the second is the secondary score.
Weapon proficiency, magic item bonus, and inherent bonuses will boost the primary score as normal.
Gaining Levels
The primary and secondary scores increase at set levels:
- Heroic Tier
- Level 1: Primary +5, Secondary +3
- Level 7: Primary +6, Secondary +3
- Paragon Tier
- Level 14: Primary +7, Secondary +4
- Epic Tier
- Level 21: Primary +8, Secondary +4
- Level 28: Primary +9, Secondary +5
Other Scores
Hit Points
A character's hit points at first level are equal to 14 + class hit points.
A first level ranger, whose class hit points are 12, would therefore have a hit point total of 26. A first level paladin, whose class hit points are 15, would have a hit point total of 29.
A character's healing surges are equal to 2 + class surges.
A first level ranger, whose class surges are 6, would therefore have a total of 8 surges. A first level paladin, whose class surges are 10, would have a total of 12 surges.
Characters gain one additional healing surge at 11th level and 21st level.
Defenses
There are four defenses for every character: AC, Fortitude, Reflex and Will. At first level, a character in light armor gets +4 to one of these defenses, and +3 to the other three. A character in heavy armor cannot get any additional bonus to AC, and instead gets +4 to one of these defenses, and +3 to the other two.
Defenses retain the half-level bonus, and each defense gains an additional +1 at 11th level and 21st level - including AC even if the character is wearing heavy armor.
Initiative
Initiative is based on class role. At first level, strikers get +3 initiative, defenders and leaders get +1 initiative, and controllers get +0 initiative.
All roles gain an additional +1 initiative at 11th level and 21st level, as well as the half-level bonus.
Character Options
Skills
The existing skill set has some often-unused skills and some skills which effectively do the same job, but in different ways.
The new skill list divides the skills into several sections, termed "skillsets". At first level, a character can choose to gain a +4 bonus to one skillset, and a +2 bonus to another skillset. Skill training works as usual.
Racial skill bonuses still work as usual, but those with bonuses to deprecated skills may have to have them reassigned to the one of the new skills.
New Skill List
- Knowledge
- Arcana
- Covers Arcana.
- Exploration
- Covers Nature and Dungeoneering. Used for navigating places, recognising monsters and natural hazards, etc.
- Lore
- Covers History, Religion, and parts of Arcana and Streetwise. Used for knowledge checks on subjects ranging from ancient legends to foreign cultures.
- Mental
- Cunning
- Covers parts of Streetwise. Used for gather information checks when in or around cities, towns or outposts.
- Insight
- Covers Insight.
- Perception
- Covers Perception.
- Physical
- Athletics
- Covers Acrobatics and Athletics. Used for jumping, tumbling, balancing, climbing, swimming and etc.
- Stealth
- Covers Stealth.
- Thievery
- Covers Thievery.
- Social
- Deception
- Covers Bluff and parts of Intimidate. Used for outright lies or more subtle ones.
- Fascination
- New skill.
- Persuasion
- Covers Diplomacy and parts of Intimidate. Used for bringing someone else round to your point of view, or placating them when angry.
Feats
Feats with ability score requirements no longer have those requirements. If they are useful to your character, then under the old rules you probably would have had the right score anyway.