Fun Elemental!
Explorer
One of the biggest problems with actually running 2E is the attributes = hard math bonuses to combat mental trap that later editions have pushed.
Too many people lose their minds when asked to roll 3d6 and don't get a statically unlikely roll. While completely missing the fact that carrying capacity is both an extremely important stat that matters FAR more in actual 2E play than getting a +1/2 to hit in a combat that has a VERY real chance of killing a character if they are trying to rely on their attribute bonuses instead of having stacked the odds from situational bonuses. If someone was in the military they will look at carrying capacity, immediately translate that into equipment, and translate equipment into expanded operational capabilities.
High intelligence doesn't actually give any hard bonuses to being a better wizard. There is literally no way to derive the intelligence score of a wizard by observing them in combat unless the game has gotten to 9th level or higher, at which point the GM has added enough magic items and house rules that you couldn't figure out the wizard's intelligence anyways. It literally didn't matter if you rolled a 9 int and you wanted to play a wizard, your wizard was just kinda dumb and was maybe having to put some extra roleplay into researching really hard to get a set of spells and working extra hard at maximizing the utility of those spells. Rolling 3d6 on intelligence was just giving your character definition, not setting math bonuses to try and kill monsters with.
So I'm thinking that for 2E, that I should just strip out all the hard math bonuses out of the attributes. No bonus to hit or damage, no ac modifiers, no bonus spells. That way I can tell players to roll 3d6 down the line without needing to talk them down off a ledge because they didn't roll a result with a tiny bonus that is going to just make them overconfident and get their character killed from trying to use it.
What I do need to try and think up some soft bonuses to add to the attributes. Things like carrying capacity or chance to learn a spell. Where having a higher stat means they can do more while being decoupled from the combat math.
Too many people lose their minds when asked to roll 3d6 and don't get a statically unlikely roll. While completely missing the fact that carrying capacity is both an extremely important stat that matters FAR more in actual 2E play than getting a +1/2 to hit in a combat that has a VERY real chance of killing a character if they are trying to rely on their attribute bonuses instead of having stacked the odds from situational bonuses. If someone was in the military they will look at carrying capacity, immediately translate that into equipment, and translate equipment into expanded operational capabilities.
High intelligence doesn't actually give any hard bonuses to being a better wizard. There is literally no way to derive the intelligence score of a wizard by observing them in combat unless the game has gotten to 9th level or higher, at which point the GM has added enough magic items and house rules that you couldn't figure out the wizard's intelligence anyways. It literally didn't matter if you rolled a 9 int and you wanted to play a wizard, your wizard was just kinda dumb and was maybe having to put some extra roleplay into researching really hard to get a set of spells and working extra hard at maximizing the utility of those spells. Rolling 3d6 on intelligence was just giving your character definition, not setting math bonuses to try and kill monsters with.
So I'm thinking that for 2E, that I should just strip out all the hard math bonuses out of the attributes. No bonus to hit or damage, no ac modifiers, no bonus spells. That way I can tell players to roll 3d6 down the line without needing to talk them down off a ledge because they didn't roll a result with a tiny bonus that is going to just make them overconfident and get their character killed from trying to use it.
What I do need to try and think up some soft bonuses to add to the attributes. Things like carrying capacity or chance to learn a spell. Where having a higher stat means they can do more while being decoupled from the combat math.