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General Tabletop Discussion
*Dungeons & Dragons
Ability Score Balance: through the eyes of fresh players
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<blockquote data-quote="Ratskinner" data-source="post: 7962657" data-attributes="member: 6688937"><p>You could do it (mostly) without dumping the stats, too. Just get rid of their bonuses to combat stats. Then you can balance all the classes without having to worry about how stats affect them. The only difference would be the narrative explanation that Fighter A (with high physical stats) gets all his bonuses from his great physique, while Fighter B (with higher mental stats) gets all his bonuses from his training, wits, and willpower. Other tidbits would help, too. </p><p></p><p>Stats are saves...so, let the player narratively describe how they save vs. whatever. Get poisoned? High Con guy just toughs it out, high Wisdom guy treats it, etc. High Charisma guy will have a tough time with poison, but c'est la vie. </p><p></p><p>The tougher part (perhaps only conceptually) is skillmonkeys. If the skills still directly default to certain stats...that still puts a weight on them. So, I would again divorce them. I'd also re-work how certain skillsy things work, taking a page from Dungeon World. For instance, Perception would go away, becoming a save...did you see the trap before you triggered it? This would only apply to things that you didn't state you were looking for. Similarly speaking, if you want to sneak...you sneak. The other guy needs to make a save to see you. What kind of save? I dunno, describe to me how you are sneaking past. Wait for him to fall asleep...Con, distract him with a pebble toss?, Int. Alternatively, you could internalize the DCs for various activities within the classes/backgrounds/races. i.e. Sneaking is DC 20 for a Human Fighter, but DC 10 for a Halfling Rogue. Again, what stat you use depends on what you are doing. So if you're trying to climb a wall sneakily...Strength, get through a crowd at a party...Cha, in a precarious situation...Dex. </p><p></p><p>just my $.02</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7962657, member: 6688937"] You could do it (mostly) without dumping the stats, too. Just get rid of their bonuses to combat stats. Then you can balance all the classes without having to worry about how stats affect them. The only difference would be the narrative explanation that Fighter A (with high physical stats) gets all his bonuses from his great physique, while Fighter B (with higher mental stats) gets all his bonuses from his training, wits, and willpower. Other tidbits would help, too. Stats are saves...so, let the player narratively describe how they save vs. whatever. Get poisoned? High Con guy just toughs it out, high Wisdom guy treats it, etc. High Charisma guy will have a tough time with poison, but c'est la vie. The tougher part (perhaps only conceptually) is skillmonkeys. If the skills still directly default to certain stats...that still puts a weight on them. So, I would again divorce them. I'd also re-work how certain skillsy things work, taking a page from Dungeon World. For instance, Perception would go away, becoming a save...did you see the trap before you triggered it? This would only apply to things that you didn't state you were looking for. Similarly speaking, if you want to sneak...you sneak. The other guy needs to make a save to see you. What kind of save? I dunno, describe to me how you are sneaking past. Wait for him to fall asleep...Con, distract him with a pebble toss?, Int. Alternatively, you could internalize the DCs for various activities within the classes/backgrounds/races. i.e. Sneaking is DC 20 for a Human Fighter, but DC 10 for a Halfling Rogue. Again, what stat you use depends on what you are doing. So if you're trying to climb a wall sneakily...Strength, get through a crowd at a party...Cha, in a precarious situation...Dex. just my $.02 [/QUOTE]
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