No. Stop. If you slaughter all the sacred cows, you'll have an empty farm.When we get a new editions, should we dispense with ability scores and just have bonuses listed instead?
you could also simplify it and roll a d4 or something. If you want to mantain 5e's progression cap you could do the 4 meaning you got a 0 or something like that.Since rolling stats is still a thing, I'm all for keeping them. Granted, rolling stats and assigning a modifier could be done via a table in the rulebook and no raw stat need appear on the character sheet.
D4 | bonus |
1 | +1 |
2 | +2 |
3 | +3 |
4 | 0 |
See, I gave up on rolling stats like decades ago. Rolling to determine stats is in essence rolling to determine class. I would rather as little of character creation as possible be behind RNG gates and leave random outcomes to actual gameplay to maintain a sense of tension and create a possibility of failure.Since rolling stats is still a thing, I'm all for keeping them. Granted, rolling stats and assigning a modifier could be done via a table in the rulebook and no raw stat need appear on the character sheet.
Any aspect of the game that can be improved should be up for grabs. that said, changing too much at once and you get 4th ed.No. Stop. If you slaughter all the sacred cows, you'll have an empty farm.
When we get a new editions, should we dispense with ability scores and just have bonuses listed instead?
A starting stat block might instead give a +3, a +2, Two +1s, a non bonus, and a -1 for example.
Besides tradition, the only reason for ability scores that are translated into bonuses is "granularity", in which one can have odd numbered scores that don't increase the bonus, acting as a stopgap between actual mechanical increases or penalties.
Thoughts?
yeah, I loved rolling stats, but with 5e I changed to point buy, and IMO it makes the game a whole lot smootherSee, I gave up on rolling stats like decades ago. Rolling to determine stats is in essence rolling to determine class. I would rather as little of character creation as possible be behind RNG gates and leave random outcomes to actual gameplay to maintain a sense of tension and create a possibility of failure.