Nellisir
Hero
Otherwise known as the True20 ability system.
This post is in reply to some questions I was asked on a different thread:
I've wanted to do this for a long time, but True20 gave me the confidence to actually do it -- that, and some dissatisfaction with point-buy (and there's a thread in General going on about point-buy vs rolling, so don't bring it up here!). The ability scores don't really do anything in 3e - sure, poison and stuff can drop a score by one point, but that's about it. It's really all about the modifiers.
I went with +8 in modifiers to start because that was the norm in my group. 3 characters had +8 mods, 1 had +10 or +11, and 2 had +7. The +10 guy had two racial bonuses and only one penalty, so he was supposed to be up by +1, but he also leveraged the point buy the best. It was a 30 or 32 point-buy.
Players get a +1 stat boost every 6 levels, starting at 4th. So, 4, 10, 16. Or low, mid, high. The players balked at a boost every 8 levels, and I eventually agreed. Whether it's faster, slower, or the same as "core" depends entirely on how many odd-numbered ability scores your hypothetical core character has.
Most of them adjusted pretty quickly, and like the idea. There's still one or two that half-heartedly mutter about my weird new system, but they're really fine with it.
Anything that affects ability scores still does. If it give an even bonus (+2, +4, +6, etc), that bonus is halved. If it gives a +1 bonus for some reason, it still gives a +1 (+0 would just be silly). Poisons that inflict 1 pnt of ability damage or drain still inflict 1; I round others up or down as I deem appropriate. True20 might have poison and disease conversions.
It eliminates an unnecessary step. It makes whipping out monsters and npcs that much quicker (as does moving ability scores to the top of the stat block for the "trickle-down" effect, IMO - but that's another thread.) I'm quite happy with it. I have to tweak a few rules, but it's really pretty simple.
This post is in reply to some questions I was asked on a different thread:
Nonlethal Force said:Seriously? I mean this as an honest request so as to not derail this pretty cool thread ... but could you start a new thread describing how this has effected your game? I'd love to speak more on this subject and how you think it has/hasn't affected your game. Things like:
- How do you handle ability score adjustments ever four levels?
- How your players reacted. Where they used to the original system? Did it take a long time to adjust?
- How do you do things like Tomes and Manuals that give ability score boost?
And anything else you can speak from experience. Personally, I think this idea is cool. I just think it would take a bit or reworking to make some sections of the rules work.
I've wanted to do this for a long time, but True20 gave me the confidence to actually do it -- that, and some dissatisfaction with point-buy (and there's a thread in General going on about point-buy vs rolling, so don't bring it up here!). The ability scores don't really do anything in 3e - sure, poison and stuff can drop a score by one point, but that's about it. It's really all about the modifiers.
I went with +8 in modifiers to start because that was the norm in my group. 3 characters had +8 mods, 1 had +10 or +11, and 2 had +7. The +10 guy had two racial bonuses and only one penalty, so he was supposed to be up by +1, but he also leveraged the point buy the best. It was a 30 or 32 point-buy.
Players get a +1 stat boost every 6 levels, starting at 4th. So, 4, 10, 16. Or low, mid, high. The players balked at a boost every 8 levels, and I eventually agreed. Whether it's faster, slower, or the same as "core" depends entirely on how many odd-numbered ability scores your hypothetical core character has.
Most of them adjusted pretty quickly, and like the idea. There's still one or two that half-heartedly mutter about my weird new system, but they're really fine with it.
Anything that affects ability scores still does. If it give an even bonus (+2, +4, +6, etc), that bonus is halved. If it gives a +1 bonus for some reason, it still gives a +1 (+0 would just be silly). Poisons that inflict 1 pnt of ability damage or drain still inflict 1; I round others up or down as I deem appropriate. True20 might have poison and disease conversions.
It eliminates an unnecessary step. It makes whipping out monsters and npcs that much quicker (as does moving ability scores to the top of the stat block for the "trickle-down" effect, IMO - but that's another thread.) I'm quite happy with it. I have to tweak a few rules, but it's really pretty simple.
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