I think you have to have some form of attributes, a baseline for your stats to start from, even if it is zero. Modification will then be applied, rolls, race, skills, talents, special, etc.
I very much like the "no attributes" approach.
Alternately, everything is an Attribute (or Quality). But it is definitely a worthwhile system.While it is not D&D or Pathfinder, the Song of Ice and Fire RPG has no Attributes.
It's worth a look. Nice system.
Bye
Thanee
This. There was a thread earlier this year I think with a similar idea. In a pure class system, class would have more effect on whether you were considered dextrous than some innate dexterity rating.
There are non-diceless games that are like this already. They are the games where your abilities are determined by descriptive elements. In RISUS they are called cliches. In FATE they are called Aspects. The point is these games exist and in them there is no way to determine if Fred's character is stronger/smarter/faster than Sue's character because there are no base attributes.
Since games like this already exist, I fail to see why a version of D&D could not be run/written using one of these systems or a similar system. I'm shocked that people here find the idea of a "no attribute" game so impossible. RPG rules are just veneer to good role-play.
Aside from modifying those few monsters and spells that modify attribute directly, no, nothing else "changes".It isn't enough to set all the characters to a modifier to +1 or +0 for all stats. You'd also have to remove or modify every effect from the game that modifies attributes - every spell, every magic item, every monster special ability that touches on attributes. Every feat that has an attribute prerequisite will need to be reviewed as well.
Are you just being argumentative? Obviously if there are no attributes, there is no limit to maximum spell level among spellcasters. I find it silly to think you would go the direction you went. And yes, I would just eliminate bonus spells. They aren't necessary to play the game.In 3.x branch rules, if you do that, spellcasters won't usually be able to cast over 1st or 2nd level spells, and won't be getting many bonus spells.
Flat +1 bonus because you assume it is 12. This was already taken care of.Any power that uses an attribute or attribute modifier (say, a Paladin's Smite Evil, a cleric's Rebuke Undead, barbarian Rage, druid Wildshape) will all call for modification or elimination.
So what? That's what the DM is for, adjusting things. If everyone is scaled slightly lower across the board, it isn't a problem. It is certainly BETTER than the scenario where the powergamer has ability scores of 22 and the noob has nothing above 16 and they are playing in the same party. Now, the powergamer doesn't get his 22.The skill system will function in this scenario, but the DCs will be off, as the system assumes some folks will have, or be able to get, increased modifiers. In the long run, the PCs will be, on average, shorter on hit points than the game normally assumes, as the average Con modifier will be low.
Why? All the mechanical effects of having no CON or INT remain unchanged. You don't give those mechanical effects to everybody. Everybody has an INT and a CON, it's 12.There are some creatures that are actually missing an attribute - usually an INT or CON - and that lack is of particular note in their mechanics. Those will need to be reviewed and modified to suit.
What? I've eliminated variance in party power. That should make encounter design easier, not harder. Eliminating attributes means eliminating the need to access boosts, allowing for more interesting magic items. You'll see more cloak of bat style magic instead of the "I can't give up my neck chakra for the cool item, I need it to boost my charisma." Isn't that also better than the status quo?In the long run, the game uses level to gauge character power - those levels imply access to boosts in attribute modifiers. So, now you've thrown off the strongest adventure and encounter design tool the GM has.
Flat +1 bonus because you assume it is 12. This was already taken care of.
What? I've eliminated variance in party power.
If you consider these things important, you can just grant to hit, damage and hit point bonuses that make up for the stat changes. It is fairly obvious that you believe in the letter of rules whereas I prefer the rules as guides.You might want to look again at some of those abilities - Barbarian Rage, for example, modifies attributes directly. It is a cornerstone of the class, so I expect "just eliminate it" isn't a good option. Same for Druidic Wildshape.
It is also apparent that you believe 3e is actually in some manner balanced. I have no such belief. Balance only exists at the table based on what the DM sends against the party. There are games (Ars Magica) where party imbalance is inherent to the game. Absolute balance is an illusion.You've removed a number of high-utility spells and abilities from many classes, without much analysis. I'm not sure you haven't removed that variance, just to put imbalance elsewhere.
"A little negotiation with my players": You see, you agree. The game is not "balanced". It requires a guiding hand (the DM) to ensure balance. Since the DM must intervene at character creation and at encounter design, (We have 4 rogues and a fighter in the party.... let's see how they handle Wraiths. Bwaahahahahahaa) tweaking the monsters slightly downward to deal with no attributes is no more difficult than normal character creation intervention or encounter design.And what for? If I'm using point-buy, I don't have notable variance in party power based on stats to eliminate. If I'm using dice for stats, I can eliminate such variance by one-time inspection and a little negotiation with my players. If variance in power was the problem, this solution is heavy-handed.
I saw no problem powers whatsoever. As I said, the only hard issues are things like shadows that actually attack ability scores. You need to rewrite those powers from the ground up. Frankly, I don't use those kinds of monsters often because it is a pain to update a character sheet on the fly when ability scores are modified.I named a couple of problem powers for you, and you seem to have dismissed them rather blithely, without even noting what about them broke in your scheme. So, I have little confidence you've caught all the other issues neatly.
But there are a lot of such challenges. Which translates into a lot of work. And the question being asked (repeatedly) is why would you do that work when you can, instead, pick a rule set that already eliminated attributes and put all your work into making an interesting campaign? What are you getting out of this rules change? And does it come close to being worth the time and effort going into the rules (instead of into the rest of the game)?They are merely challenges to work around and the work arounds are generally fairly obvious.