More uses for ability scores? - Page 2
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  1. #11
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    For my next game I may consider using Int for Init instead of Dex, to balance those stats out a bit.

  2. #12
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    Quote Originally Posted by Stalker0 View Post
    For my next game I may consider using Int for Init instead of Dex, to balance those stats out a bit.
    I would argue a DM could allow it now under the use of alternative ability score guidelines. It's a question of justifying it by making a plan beforehand. Convincing the DM your intelligent and well thought out plan prepares you for such an encounter should allow for the ability check swap.
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  3. #13
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    Quote Originally Posted by Ashrym View Post
    I would argue a DM could allow it now under the use of alternative ability score guidelines. It's a question of justifying it by making a plan beforehand. Convincing the DM your intelligent and well thought out plan prepares you for such an encounter should allow for the ability check swap.
    Perhaps. Except a party cant plan for every combat. Sometimes the party gets jumped and just needs to react.

  4. #14
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    Quote Originally Posted by DM Dave1 View Post
    Perhaps. Except a party cant plan for every combat. Sometimes the party gets jumped and just needs to react.
    That's why a case needs to be made for it.

    For example, the party is in familiar territory and knows the area contains patrols of hobgoblins and they lead with "this is what we plan on doing if we meet a patrol..." in advance I would consider the viability of the plan. If it's good I woild allow for the INT bonus substitution.

    My expectation is a specific and reasonable plan.

  5. #15
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    Just to be sure to keep the thread on topic: this is not about switching one mechanic from one stat mod to another. I think we all know that Dex is a power stat and Int is under-represented in general, but I'm looking for idea to use the scores, no matter from which stat.

    Anymore ideas?

  6. #16
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    Quote Originally Posted by Horwath View Post
    Average ability score can stay at 10 with +0 modifier, but it should scale from that on 1-on-1 basis;
    11 is +1 mod
    12 is +2 mod
    This. In addition to making odd scores matter, it reduces the relative importance of the die roll, which, IMO, is all to the good. Problem is, for ability checks it requires rethinking about what particular DC values mean. I think that is feasible, though, and I have been thinking about doing something like this.

    Bigger problem is if you use this for attack rolls, you have to somehow adjust all AC values. To me, that seems like too much of a chore. Unfortunately, that would leave one using scores in some contexts and modifiers in others, which is a bit inelegant in its own right.

  7. #17
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    You could use following house rule. ability check bonus increase on odd numbers.
    So 11-12 is +1, 13-14 is +2 etc.
    That would also throw a bone to the standard human, because with standard array you get +1 to 4 stat bonuses.

  8. #18
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    Quote Originally Posted by UngeheuerLich View Post
    You could use following house rule. ability check bonus increase on odd numbers.
    So 11-12 is +1, 13-14 is +2 etc.
    That would also throw a bone to the standard human, because with standard array you get +1 to 4 stat bonuses.
    That doesnt actually address the problem though, it just makes even numbered scores the mostly-useless ones instead of odd.

  9. #19
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    Quote Originally Posted by vincegetorix View Post
    Just to be sure to keep the thread on topic: this is not about switching one mechanic from one stat mod to another. I think we all know that Dex is a power stat and Int is under-represented in general, but I'm looking for idea to use the scores, no matter from which stat.

    Anymore ideas?
    Heres one:

    First, get rid of saving throws. Use an attacker always rolls system where the ability score is the target number for any attacks that target that ability. So sacred flame, for example, would be a ranged spellcasting attack against the targets Dexterity instead of forcing a Dexterity save.
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  10. #20
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    Quote Originally Posted by Charlaquin View Post
    That doesnt actually address the problem though, it just makes even numbered scores the mostly-useless ones instead of odd.
    No. Only ability checks. Attack rolls and saving throws and DCs are still the same as now. 10-11 +0, 12-13 +2.
    I mean, if don't value combat as high as most people, better for you.
    I hope you know the difference between an ability check and an attack roll or saving throw. Otherwise HEX is probably quite overpowered in your game.

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