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Ability Scores - A different arrangement
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<blockquote data-quote="Kae'Yoss" data-source="post: 2132239" data-attributes="member: 4134"><p>The old system was flawed. "Make a strength check". Great. I must roll anything below 19 with my powerful fighter, no matter wheter I want to lift a bigger pebble or a castle. Besides, the finite system wasn't helping, either.</p><p></p><p></p><p></p><p>They do:</p><p>They serve as basis to calculate the modifier</p><p>They serve as prerequisites for Feats (Power Attack? Need Str 13)</p><p>They serve as prerequisite for Spellcasting (Want to cast level 7 spells. you need Int 17)</p><p>They serve as base for calculating carrying capacity.</p><p></p><p></p><p></p><p>You have a -4 in Str? Shouldn't that mean that you are weaker than helpless? You're so weak that others around you have to drop things? No, I wouldn't like to have a negative stat. Beside the fact that it wouldn't look D&D, there's also the thing that we had to put an arbitrary barrier in place: How far below 0 can it go? How much death poison can you absorb before you die from it? Con -287 isn't in, is it? I mean, we can have con below 0, so how far does it get?</p><p></p><p>Then there's the thing with increases. Every 4 levels, you can increase one of your ability scores. Not your modifier. </p><p></p><p>Next problem: Generation. How do you roll for a score that has a starting range of, say, -4 to +4? Keep in mind that we have a bell curve here, you cannot just roll a d10 and subtract 5 or something. And point buy would have to be overhauled, too.</p><p></p><p>What about ability damage or drain? At the moment, you can be drained or damaged for a single point (some effects even do a single point, not somethign like d4 which can come up with a 1, or 3...). This means that you only get a palpable penalty every other hit. So the new system either makes stuff like weak poisons or wounding weapons twice as lethal as before, or we introduce half-scores. "I've been poisoned, I now have Str +4.5" I don't want to go there.</p><p></p><p></p><p></p><p>+12. It's so easy. After 4 years or so of playing d20 I have no problems whatsoever of deriving the modifier. Not that I had some 4 weeks after my first session. </p><p></p><p></p><p></p><p>It stays, unless you have a better solution. Negative Scores is not a solution.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 2132239, member: 4134"] The old system was flawed. "Make a strength check". Great. I must roll anything below 19 with my powerful fighter, no matter wheter I want to lift a bigger pebble or a castle. Besides, the finite system wasn't helping, either. They do: They serve as basis to calculate the modifier They serve as prerequisites for Feats (Power Attack? Need Str 13) They serve as prerequisite for Spellcasting (Want to cast level 7 spells. you need Int 17) They serve as base for calculating carrying capacity. You have a -4 in Str? Shouldn't that mean that you are weaker than helpless? You're so weak that others around you have to drop things? No, I wouldn't like to have a negative stat. Beside the fact that it wouldn't look D&D, there's also the thing that we had to put an arbitrary barrier in place: How far below 0 can it go? How much death poison can you absorb before you die from it? Con -287 isn't in, is it? I mean, we can have con below 0, so how far does it get? Then there's the thing with increases. Every 4 levels, you can increase one of your ability scores. Not your modifier. Next problem: Generation. How do you roll for a score that has a starting range of, say, -4 to +4? Keep in mind that we have a bell curve here, you cannot just roll a d10 and subtract 5 or something. And point buy would have to be overhauled, too. What about ability damage or drain? At the moment, you can be drained or damaged for a single point (some effects even do a single point, not somethign like d4 which can come up with a 1, or 3...). This means that you only get a palpable penalty every other hit. So the new system either makes stuff like weak poisons or wounding weapons twice as lethal as before, or we introduce half-scores. "I've been poisoned, I now have Str +4.5" I don't want to go there. +12. It's so easy. After 4 years or so of playing d20 I have no problems whatsoever of deriving the modifier. Not that I had some 4 weeks after my first session. It stays, unless you have a better solution. Negative Scores is not a solution. [/QUOTE]
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