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Flatter Ability Score Bonuses
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<blockquote data-quote="Crazy Jerome" data-source="post: 5898376" data-attributes="member: 54877"><p>I'll repeat my earlier suggestion, that actually makes the score usefully distinct from the modifier, as a simple means of scaling:</p><p> </p><p>Score(Mod)</p><p>1 (+0)</p><p>2-3 (+1)</p><p>4-6 (+2)</p><p>7-10 (+3)</p><p>11-15 (+4)</p><p>16-21 (+5)</p><p>...</p><p> </p><p>Or start the mods at +1, if you prefer. It really doesn't matter much on that end, since only monsters would ever have a score that low. It works ok for rolling stats, since the vast majority of the rolls will be in the 7-15 range, and only one off. Point buy is dirt simple. One point gets you one point of score. The chart can be extended as high as you want. "Normal" is around +3 or +4, which gives a nice psychological boost. </p><p> </p><p>More esoteric, you now have one thing that scales more rapidly than the other. So if you base encumbrance directly off of Str score, but melee hit/damage off of Str mod, big creatures can carry somewhat realistic amounts (without funky math) while not overwhelming smaller creatures (acknowledging a key unreal aspect of D&D). I suspect that other such distinctions can be readily found for the other abilities, if there is a handy mechanical means to represent them.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5898376, member: 54877"] I'll repeat my earlier suggestion, that actually makes the score usefully distinct from the modifier, as a simple means of scaling: Score(Mod) 1 (+0) 2-3 (+1) 4-6 (+2) 7-10 (+3) 11-15 (+4) 16-21 (+5) ... Or start the mods at +1, if you prefer. It really doesn't matter much on that end, since only monsters would ever have a score that low. It works ok for rolling stats, since the vast majority of the rolls will be in the 7-15 range, and only one off. Point buy is dirt simple. One point gets you one point of score. The chart can be extended as high as you want. "Normal" is around +3 or +4, which gives a nice psychological boost. More esoteric, you now have one thing that scales more rapidly than the other. So if you base encumbrance directly off of Str score, but melee hit/damage off of Str mod, big creatures can carry somewhat realistic amounts (without funky math) while not overwhelming smaller creatures (acknowledging a key unreal aspect of D&D). I suspect that other such distinctions can be readily found for the other abilities, if there is a handy mechanical means to represent them. [/QUOTE]
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