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6 months ago ::
Dec 28, 2012 - 2:46AM
#1
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this is simple enough that I'm sure it's been suggested many times, but since when does that stop a thread on these forums?
It seems to me that DDN could be vastly improved by separating ability modifiers from combat.
Ability modifiers are overwhelming in their importance. A simple example makes it clear:
18 str farmer has a +4 to hit and damage
A an average str (12) lvl 10 fighter would have +4 to hit and +6 to damage. A 10th level fighter barely better than a strong farmer.
But the point isn't really about specific wonky examples.
Separating ability modifiers from combat would significantly free up the roleplaying potential of the game.
To hit and damage would be determined by class and level (and weapon, proficiencies, skills, feats etc.)
Ability modifiers would effect saving throws and skills.
This would free up the ability to play charisma based leader fighters, or street wise rogues, well read and studied clerics etc. etc.
The more I think about it, the more I want to try to create a house-rule for it. Maybe this could be yet another 'module'. . .
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6 months ago ::
Dec 28, 2012 - 3:02AM
#2
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Date Joined:
Jul 26, 2012
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Oooh. I'm not sure what kind of backing you will get from the community, but I support you to do your own thing. Go for it man. Personally though I don't know if I see this taking over the actual game even as a module. But like I said, go for it, let me know how it goes. Good luck.
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6 months ago ::
Dec 28, 2012 - 3:17AM
#3
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Oooh. I'm not sure what kind of backing you will get from the community, but I support you to do your own thing. Go for it man. Personally though I don't know if I see this taking over the actual game even as a module. But like I said, go for it, let me know how it goes. Good luck.
I don't think it's that revolutionary. If you think about it 4e basically did this already. 4e did it with tons of classes though. You could play a class where hitting with your sword depended on Int or Cha, so you could roleplay a fighter with any primary attribute, you just had to be pigeon holed into a particular class. Taking ability modifiers out of combat entirely, solves this very artificial problem.
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6 months ago ::
Dec 28, 2012 - 3:29AM
#4
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Date Joined:
Aug 22, 2007
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To be fair, STR 12 would be low for a STR based level 10 fighter. There are a possible +3 to STR.
Now if you remove ability modifiers from combat, you have to do more than just weapons combat.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
Constitution Based Class for Next!
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6 months ago ::
Dec 28, 2012 - 3:30AM
#5
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Date Joined:
Aug 22, 2010
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I'd like to avoid 8 Strength greatsword-wielding warriors this time 'round, thanks.
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6 months ago ::
Dec 28, 2012 - 3:49AM
#6
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Even the most charismatic of leaders wouldn't be worth jack diddly in a fight if he wasn't strong enough to swing a sword - just saying. There's a hole in your roleplay element right there.
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6 months ago ::
Dec 28, 2012 - 4:29AM
#7
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Date Joined:
May 24, 2012
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I'd like to avoid 8 Strength greatsword-wielding warriors this time 'round, thanks.
+1
if you want to play a "I will smash your face" warrior you better invest highest roll in strength.
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6 months ago ::
Dec 28, 2012 - 5:24AM
#8
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Date Joined:
Dec 20, 2012
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I don't think his point was to separate ability scores from archetype, but rather to point out that being strong doesn't keep you from being clumsy.
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6 months ago ::
Dec 28, 2012 - 5:42AM
#9
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Date Joined:
Aug 16, 2010
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GEBELL, try out Ultramodern 4e's Ladder System. Might give you some ideas (there is a free to download rules set).
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6 months ago ::
Dec 28, 2012 - 6:00AM
#10
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Date Joined:
Nov 21, 2009
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I'd like to avoid 8 Strength greatsword-wielding warriors this time 'round, thanks.
+1
if you want to play a "I will smash your face" warrior you better invest highest roll in strength.
This is not a reason not to try to design a system like the OP describes. This is a reason to do it thoughtfully and carefully.
In this case, you could make a rule attached to weapons with the "heavy" property: You must have a strength of at least 12 to gain the benefits of proficiency while wielding this weapon.
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