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The Class Stat Forked Thread: Power Points for powers - solves a lot of issues
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<blockquote data-quote="FireLance" data-source="post: 4648941" data-attributes="member: 3424"><p>Actually, I would ask the broader question of whether it is necessary for your ability scores to affect your other modifiers in the first place. Instead, players could directly select the benefits and modifiers they want, and if you want to retain ability scores to help a person visualize and role-play his character, you could have them be affected by the benefits selected instead of the other way around.</p><p></p><p>Classes would determine the character's base modifiers and ability scores. For example. a paladin would have a base Initiative modifier of +0, 27 hit points, 11 healing surges, +3 Fortitude, +1 Reflex, +3 Will. Attack and damage bonuses could be governed by newly-defined modifiers, e.g. Power which affects paladin attacks with the weapon keyword, and Spirit which affects paladin attacks with the implement keyword (both of these would initially be set at +2). He would also have base ability scores of Str 14, Con 12, Dex 10, Int 10, Wis 14, Cha 14</p><p></p><p>If he selects dwarf as his race, he gains +1 Fortitude, +1 Will, +2 hit points, and +1 healing surge. In addition, he increases his Con and Wis by +2.</p><p></p><p>The player may then customize his character by selecting feats. If he wanted a better Initiative modifier, he could select Improved Initiative to gain +4 to initiative checks. In addition, he would increase his Dex by +2.</p><p></p><p>This approach would take a lot of work to implement fully, and it would kill another D&D sacred cow: the idea that your ability scores define your benefits, and instead reduce ability scores to things that have no mechanical effect, but are defined by your other choices. In other words, a character will no longer have a high Initiative modifier, a high Reflex defense and a high attack bonus with projectile weapons because he has a high Dexterity. Instead, if he has a high Dexterity because he has a high Initiative modifier, a high Reflex defense and a high attack bonus with projectile weapons.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4648941, member: 3424"] Actually, I would ask the broader question of whether it is necessary for your ability scores to affect your other modifiers in the first place. Instead, players could directly select the benefits and modifiers they want, and if you want to retain ability scores to help a person visualize and role-play his character, you could have them be affected by the benefits selected instead of the other way around. Classes would determine the character's base modifiers and ability scores. For example. a paladin would have a base Initiative modifier of +0, 27 hit points, 11 healing surges, +3 Fortitude, +1 Reflex, +3 Will. Attack and damage bonuses could be governed by newly-defined modifiers, e.g. Power which affects paladin attacks with the weapon keyword, and Spirit which affects paladin attacks with the implement keyword (both of these would initially be set at +2). He would also have base ability scores of Str 14, Con 12, Dex 10, Int 10, Wis 14, Cha 14 If he selects dwarf as his race, he gains +1 Fortitude, +1 Will, +2 hit points, and +1 healing surge. In addition, he increases his Con and Wis by +2. The player may then customize his character by selecting feats. If he wanted a better Initiative modifier, he could select Improved Initiative to gain +4 to initiative checks. In addition, he would increase his Dex by +2. This approach would take a lot of work to implement fully, and it would kill another D&D sacred cow: the idea that your ability scores define your benefits, and instead reduce ability scores to things that have no mechanical effect, but are defined by your other choices. In other words, a character will no longer have a high Initiative modifier, a high Reflex defense and a high attack bonus with projectile weapons because he has a high Dexterity. Instead, if he has a high Dexterity because he has a high Initiative modifier, a high Reflex defense and a high attack bonus with projectile weapons. [/QUOTE]
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The Class Stat Forked Thread: Power Points for powers - solves a lot of issues
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