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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="Lanefan" data-source="post: 3993923" data-attributes="member: 29398"><p>OK...say I hypothetically want to change how skills work: in order to make every stat point important (instead of every even stat point) I want the roll to be *under* the relevant stat, modified by your skill level and a difficulty modifier applied by situation. (it also puts a crimp on roll-high cheaters if that's an issue) Sounds simple, right? Well, it's not:</p><p></p><p>Knock-on effect #1: in 3e, stats can easily get too high for this to be practical. When stats top out at about 18-20, no real problem; but in 3e a stat approaching 30 or even more is not at all unlikely, and low-to-mid 20's are relatively commonplace. Add a reasonable skill modifier and the d20 roll becomes too insignificant. How to fix: well, the only real way is to get rid of most stat-boost items and a lot of racial templates that give highly-skewed stats; a huge knock-on effect for something so trivial. Or, fix by using a bigger die - a d30, perhaps - but that increases the randomness even more; probably not a good thing.</p><p></p><p>Knock-on effect #1a: now the high stats have been reduced, the average party ability has been weakened slightly, meaning the CR numbers are now a bit skewed...does this require encounter adjustments, or ExP adjustments, or...???</p><p></p><p>Knock-on effect #2: Some stats may now not make sense to be applied to some skills; e.g. Wisdom as the base stat for Listen, and this would need a review. (side note: Listen is one skill that really doesn't tie well to *any* stat)</p><p></p><p>And so on.</p><p></p><p>The reason I use this example is that ever since 3e was released I've wanted to come up with some significant way of making an 11 more useful than a 10, or a 17 more useful than a 16, other than when taking ability damage. 3.5's setting the stat-buff spells to a fixed-number increase didn't help here!</p><p></p><p>On-the-fly thought here: one could make odd stats useful with skills simply by having the stat bonus - for skills only - become tied to odd numbers...11 = +1, 13 = +2, and so on. Hmmmm......</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3993923, member: 29398"] OK...say I hypothetically want to change how skills work: in order to make every stat point important (instead of every even stat point) I want the roll to be *under* the relevant stat, modified by your skill level and a difficulty modifier applied by situation. (it also puts a crimp on roll-high cheaters if that's an issue) Sounds simple, right? Well, it's not: Knock-on effect #1: in 3e, stats can easily get too high for this to be practical. When stats top out at about 18-20, no real problem; but in 3e a stat approaching 30 or even more is not at all unlikely, and low-to-mid 20's are relatively commonplace. Add a reasonable skill modifier and the d20 roll becomes too insignificant. How to fix: well, the only real way is to get rid of most stat-boost items and a lot of racial templates that give highly-skewed stats; a huge knock-on effect for something so trivial. Or, fix by using a bigger die - a d30, perhaps - but that increases the randomness even more; probably not a good thing. Knock-on effect #1a: now the high stats have been reduced, the average party ability has been weakened slightly, meaning the CR numbers are now a bit skewed...does this require encounter adjustments, or ExP adjustments, or...??? Knock-on effect #2: Some stats may now not make sense to be applied to some skills; e.g. Wisdom as the base stat for Listen, and this would need a review. (side note: Listen is one skill that really doesn't tie well to *any* stat) And so on. The reason I use this example is that ever since 3e was released I've wanted to come up with some significant way of making an 11 more useful than a 10, or a 17 more useful than a 16, other than when taking ability damage. 3.5's setting the stat-buff spells to a fixed-number increase didn't help here! On-the-fly thought here: one could make odd stats useful with skills simply by having the stat bonus - for skills only - become tied to odd numbers...11 = +1, 13 = +2, and so on. Hmmmm...... Lanefan [/QUOTE]
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