@TheSword and @Helldritch,
I support the 70% support model that WotC uses. But that percentage includes my voice and desires. I am often the majority on many D&D 5e designs, and occasionally the minority. That is normal.
The abilities are mechanics that are so central, deep, and fundamental to the gaming system. Everything depends on the abilities. It is a high priority to ensure that the abilities work as well as possible.
I would find it satisfactory to have an improved ability system as a variant option. Unfortunately, the current abilities are so klugy and baked into everything, that a variant seems less practicable. For example, monsters, skills, classes, all organize around the six abilities. Short of making continual recalculations for every effect, or rewriting the rules, it is difficult to imagine how a variant can work even when desirable.
(Possibly, devolve calculations to more specialized mechanics, and then allow players different choices for how to group these specialized mechanics into an ability. For example, instead of a Dexterity bonus, make an initiative bonus, and the player decides if initiative should fall under Dexterity or an other ability such as Perception.)
For this reason, the difficulty of even offering a variant, the D&D tradition suffers edition after edition with substandard ability design.
I support the 70% support model that WotC uses. But that percentage includes my voice and desires. I am often the majority on many D&D 5e designs, and occasionally the minority. That is normal.
The abilities are mechanics that are so central, deep, and fundamental to the gaming system. Everything depends on the abilities. It is a high priority to ensure that the abilities work as well as possible.
I would find it satisfactory to have an improved ability system as a variant option. Unfortunately, the current abilities are so klugy and baked into everything, that a variant seems less practicable. For example, monsters, skills, classes, all organize around the six abilities. Short of making continual recalculations for every effect, or rewriting the rules, it is difficult to imagine how a variant can work even when desirable.
(Possibly, devolve calculations to more specialized mechanics, and then allow players different choices for how to group these specialized mechanics into an ability. For example, instead of a Dexterity bonus, make an initiative bonus, and the player decides if initiative should fall under Dexterity or an other ability such as Perception.)
For this reason, the difficulty of even offering a variant, the D&D tradition suffers edition after edition with substandard ability design.
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