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Switch to Forum Live View How to improve the Ability Score system?
6 months ago  ::  Jan 02, 2013 - 1:44PM #11
Saelorn
Date Joined: May 27, 2012
Posts: 3,119
The problem isn't with ability scores, but with the Universal Ability Modifier which constrains design around a single number that they hope to keep between -1 and +5.  If they dissolved the UAM, and let different scores contribute appropriately to +hit and +damage and +skills, then we wouldn't be in this mess.
The metagame is not the game.
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6 months ago  ::  Jan 02, 2013 - 1:51PM #12
Orzel
Date Joined: Aug 22, 2007
Posts: 3,369
Ability Modifiers is not the problem.

The problem is that nothing uses Ability Scores.

Currently the only Score that matters is Strength as jump distance and carrying capacity is based on Strength Score.

If there were important analogues for the other Scores then this would not be a problem.
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6 months ago  ::  Jan 02, 2013 - 1:53PM #13
Qmark
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Date Joined: May 18, 2002
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Replace them with a -5 to +5 range.
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6 months ago  ::  Jan 02, 2013 - 2:04PM #14
Steely_Dan
Date Joined: Mar 26, 2007
Posts: 9,278

Jan 2, 2013 -- 1:53PM, Qmark wrote:

Replace them with a -5 to +5 range.





+10.

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6 months ago  ::  Jan 02, 2013 - 2:25PM #15
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 710

I've also toyed with the idea of having two modifiers.

For example, one as it is now: +1 for 12, +2 for 14, and so on--which could be used for TH, AC and such.
And a second 1 for 1: +1 for 11, +5 for 15 and so on--to be used with skills and other non-combat checks.

That second modifier could just as well be changed to simply using the Ability Score itself and adding +10 to the DC of related checks.

However... this system has a problem.
One modifier is twice the other, but the d20 roll does not scale the same way.

All works well, apparently, between two player characters or monsters with the same range of Ability Scores (~10 to 18).
However, when you put creatures with high scores into play, it causes an issue.
Because the d20 always ranges from 1 to 20 no matter how high or low the modifiers.

Suppose a player has an Ability Score of 16 (mods +3 and +6 respectivelly), and a monster one of 30 (+10 and +20).

That would be a difference of +7 on one modifier and +14 on the other.
If the player were to engage in combat with the monster, that represents a 35% difference on d20 checks considering the 16-30 gap of their Abilities.
However, if the player were to depend on a skill check that would represent a 70% increase in difficulty.

If those scores were, as an example, Str for the player and Dex for the monster, it would be 35% harder on the d20 roll to hit that monster.
If those scores were, however, say, Dex for the player and Wis for the monster, it would be 70% harder to try and hide from that monster, making the task nearly impossible.



So there's that... the problem with having two modifiers scaling differently, even though they look to be scaling harmoniously, one being the double of the other.

If there's a difference between the Scores of two characters (or monsters)--16 to 30 in the example--, then that difference should be reflected equally on any d20 Check, and not make things harder/easier for some rolls than for others.


If the difference broadens even more (imagine the Ability Scores of a 3ed dragons, with 40+ on some of them) than that problem is aggravated even more. 

You didn't see that "flaw" in AD&D 2nd edition where you had such system because AD&D Proficiencies were of less use than skills are today, monsters never used them... and Ability Scores only went up to 25 even for the toughest monsters, and the Scores followed no logical progression (raising one from 20 to 21 was a much bigger step than from 15 to 16).
So you never actually had so high Ability Scores.
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6 months ago  ::  Jan 02, 2013 - 2:34PM #16
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 710

The only real way to make the current system work and have odd numbers matter is really to reduce the 3-18 range to a lower -14 (15 being the old 20 maximum).

The price, however, is removing something quite iconic of D&D from the game.

If that doesn't bother you, than it is a great option for a house-rule.
You would have, even, very little trouble adjusting existing monsters. If a monster had a +7 adustment on Str (meaning a Str score of 24) then it should still have on the new system a modifier of +7 (meaning he now has Str 17).
You could even use the damage already calculated on its sheet without having to recalculate the Str basic score.


But I doubt developers from the official game would ever remove that -18 turning point, it being too "classic" in D&D.
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6 months ago  ::  Jan 02, 2013 - 3:33PM #17
wrecan
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Eliminating the 3-18 ability score array will never happen to D&D.  It is, at worst, an additional 12 characters on your charactr sheet. 
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6 months ago  ::  Jan 02, 2013 - 4:53PM #18
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499

Jan 2, 2013 -- 1:30PM, Lawolf wrote:

Or just remove ability score bonuses altogether as they serve very little purpose and cause more harm than good.



Explain this to me. I, personally, see ability scores as describing the fundamental differences between people, and it does that pretty well. In fact, every RPG I've ever played uses ability scores, if for nothing else, for this fact alone. 

I'm not downing your idea, I'm more curious. If we take ability scores out, how do we know who is strong? who is smart? who is tough? etc.

Edit: I derped and missed the word "Bonuses". 

My two copper.



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6 months ago  ::  Jan 02, 2013 - 4:55PM #19
MechaPilot
Date Joined: Oct 5, 2007
Posts: 10,065

Jan 2, 2013 -- 4:53PM, Jenks wrote:

Jan 2, 2013 -- 1:30PM, Lawolf wrote:

Or just remove ability score bonuses altogether as they serve very little purpose and cause more harm than good.



Explain this to me. I, personally, see ability scores as describing the fundamental differences between people, and it does that pretty well. In fact, every RPG I've ever played uses ability scores, if for nothing else, for this fact alone. 

I'm not downing your idea, I'm more curious. If we take ability scores out, how do we know who is strong? who is smart? who is tough? etc. 



He might mean just the bonuses.  Some RPGs use the ability score itself as the modifier.  This is less practical with D&D's 3-18 range, but I have seen it with RPGs like BtVS where the range is 1-6 for humans.

Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

Mecha Pilot's Skill Challenge Emporium.

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6 months ago  ::  Jan 02, 2013 - 4:57PM #20
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499

Jan 2, 2013 -- 4:55PM, MechaPilot wrote:

Jan 2, 2013 -- 4:53PM, Jenks wrote:

Jan 2, 2013 -- 1:30PM, Lawolf wrote:

Or just remove ability score bonuses altogether as they serve very little purpose and cause more harm than good.



Explain this to me. I, personally, see ability scores as describing the fundamental differences between people, and it does that pretty well. In fact, every RPG I've ever played uses ability scores, if for nothing else, for this fact alone. 

I'm not downing your idea, I'm more curious. If we take ability scores out, how do we know who is strong? who is smart? who is tough? etc. 



He might mean just the bonuses.  Some RPGs use the ability score itself as the modifier.  This is less practical with D&D's 3-18 range, but I have seen it with RPGs like BtVS where the range is 1-6 for humans.



Aaaah derp. I read the statement several times and somehow skipped the word bonuses every time. Don't mind me, carry on

My two copper.



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