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General Tabletop Discussion
*Dungeons & Dragons
Ability checks not using modifier
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<blockquote data-quote="DEFCON 1" data-source="post: 6122094" data-attributes="member: 7006"><p>The biggest Cons I see are twofold:</p><p></p><p>1) You are splitting the mechanics of ability checks off from the mechanics of attacks and saves. To have the ability check modifiers (Score - 10) and attacks/save modifiers (Score - 10 / 2) is to create a disparity between mechanics to solve a problem that could probably be solved in another way. Right now... it seems like the reason for something like this is all to just solve the "+1 to ability score from even to odd grants no benefit" idea. Which to my mind isn't as big of a deal as it seems others feel it is. Do you "get anything" by going from 14 to 15 in a score? Yes. You are getting one step closer to your modifier going up next time.</p><p></p><p>It seems like some folks think that ability mod bonuses and feats need to be balanced in a vacuum... that one specific mod bonus has to equal one specific feat. Instead of look at the <em>totality</em> of character advancement... where the question is "do these 5 or 6 ability mod advancements <em>on a whole</em> over the life of a character equal the bonus abilities he'll get from feats?" When you look at it like that... going from 14 to 15 without having the mod go up a point isn't as big of a deal (since that mod *will* go up the next time a score gains a +1).</p><p></p><p>2) Using (Score - 10) is not really the best idea when you're stuck with the concept of a 3-18 span for ability scores, because you get so wide of a modifier span from ability score alone. Which means you are less inclined to add bonuses for being skilled or trained in things, because that will just widen the spread between scores even more. When two characters at first level might have a +8 and a -2 on the same check... a spread of 10 full points... would we be inclined to then make that even worse by layering training on top of it? I don't think so. As a result... any extra bonuses we might have wanted to give to PCs to reflect what they were interested in or good at get stripped from the game, because they've been replaced by the ability score modifier.</p><p></p><p>I personally would rather have a +5 from a maxed ability score and a +5 from trained skills / other bonuses for my character for a total of +10... then a +10 from a maxed ability score and that's it. The former just seems more interesting to me, even if it does remove the "I gained a +1 to my ability score but got nothing to show for it!!!" feeling.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6122094, member: 7006"] The biggest Cons I see are twofold: 1) You are splitting the mechanics of ability checks off from the mechanics of attacks and saves. To have the ability check modifiers (Score - 10) and attacks/save modifiers (Score - 10 / 2) is to create a disparity between mechanics to solve a problem that could probably be solved in another way. Right now... it seems like the reason for something like this is all to just solve the "+1 to ability score from even to odd grants no benefit" idea. Which to my mind isn't as big of a deal as it seems others feel it is. Do you "get anything" by going from 14 to 15 in a score? Yes. You are getting one step closer to your modifier going up next time. It seems like some folks think that ability mod bonuses and feats need to be balanced in a vacuum... that one specific mod bonus has to equal one specific feat. Instead of look at the [I]totality[/I] of character advancement... where the question is "do these 5 or 6 ability mod advancements [I]on a whole[/I] over the life of a character equal the bonus abilities he'll get from feats?" When you look at it like that... going from 14 to 15 without having the mod go up a point isn't as big of a deal (since that mod *will* go up the next time a score gains a +1). 2) Using (Score - 10) is not really the best idea when you're stuck with the concept of a 3-18 span for ability scores, because you get so wide of a modifier span from ability score alone. Which means you are less inclined to add bonuses for being skilled or trained in things, because that will just widen the spread between scores even more. When two characters at first level might have a +8 and a -2 on the same check... a spread of 10 full points... would we be inclined to then make that even worse by layering training on top of it? I don't think so. As a result... any extra bonuses we might have wanted to give to PCs to reflect what they were interested in or good at get stripped from the game, because they've been replaced by the ability score modifier. I personally would rather have a +5 from a maxed ability score and a +5 from trained skills / other bonuses for my character for a total of +10... then a +10 from a maxed ability score and that's it. The former just seems more interesting to me, even if it does remove the "I gained a +1 to my ability score but got nothing to show for it!!!" feeling. [/QUOTE]
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