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General Tabletop Discussion
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Flatter Ability Score Bonuses
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<blockquote data-quote="tlantl" data-source="post: 5897957" data-attributes="member: 55225"><p>I always kind of liked the idea that the ability scores had class abilities baked in to them. In AD&D the fighter was the only one who got the most from having a high strength. If a cleric had an 18 in his strength it was good for a high bonus to hit and damage but a fighter with the same 18 got a bigger boost because of his percentile roll. </p><p></p><p>The fighter's hit points were similarly affected since only fighters could gain the full benefit of the highest con scores.</p><p></p><p>Each ability score had a major effect on a particular class, not just a + bonus to some attack or defense or a measly spell bonus. They also had a real impact on saving throws and how the character withstood certain affects and conditions. Believe me a 4 point armor adjustment made a big difference for a long time. Especially since it was the only bonus you had until you found a magic shield or suit of armor.</p><p></p><p>I don't think reducing the bonuses for ability scores is as necessary to control numbers bloat as not adding a dozen different bonuses to the same thing. Giving a 5% increase to hit over the course of 30 levels is a problem. Making that constant increase manageable by increasing armor classes to match is foolish and takes away some of the fun of getting better with your weapons. I don't like going into combat with a guy that is around my level and needing to roll a 15 or 16 to hit him like I did against a goblin at 1st level. </p><p></p><p>What's worse it takes away from the suspension of disbelief when I run into a goblin and can automatically hit it because it's armor no longer affords the same protection it did when I was a lower level.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5897957, member: 55225"] I always kind of liked the idea that the ability scores had class abilities baked in to them. In AD&D the fighter was the only one who got the most from having a high strength. If a cleric had an 18 in his strength it was good for a high bonus to hit and damage but a fighter with the same 18 got a bigger boost because of his percentile roll. The fighter's hit points were similarly affected since only fighters could gain the full benefit of the highest con scores. Each ability score had a major effect on a particular class, not just a + bonus to some attack or defense or a measly spell bonus. They also had a real impact on saving throws and how the character withstood certain affects and conditions. Believe me a 4 point armor adjustment made a big difference for a long time. Especially since it was the only bonus you had until you found a magic shield or suit of armor. I don't think reducing the bonuses for ability scores is as necessary to control numbers bloat as not adding a dozen different bonuses to the same thing. Giving a 5% increase to hit over the course of 30 levels is a problem. Making that constant increase manageable by increasing armor classes to match is foolish and takes away some of the fun of getting better with your weapons. I don't like going into combat with a guy that is around my level and needing to roll a 15 or 16 to hit him like I did against a goblin at 1st level. What's worse it takes away from the suspension of disbelief when I run into a goblin and can automatically hit it because it's armor no longer affords the same protection it did when I was a lower level. [/QUOTE]
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