ability scores and modifiers


log in or register to remove this ad

Olgar Shiverstone said:
As another poster noted, you can also get the same bonuses if current D20 bonuses stay the same and you add half your level to the bonus (for that particular card, that is).
I think this one is more likely. If you go this route, you don't have to add 1/2 level to saves, skills, BAB, and so on. All those things are based on one ability modifier or another, so simply adding 1/2 level to each ability modifier saves you some time and math.
 

But that causes math problems if elements like carrying capacity are based off of strength. It works fine for things like damage or saving throws, but it falls apart for things which reference ability scores directly.

It also makes setting DCs for skills tougher. If a skill check is "rank + ability score + trained if applicable + miscellaneous," and if both rank AND ability score increase at 1/2 level, your skill checks increase by +2 every other level. Which isn't unusable, it would roughly mimic the current system. But the +2, +0, +2, +0 increases as levels went by would be... weird.
 

A 3-point difference between ability score bonuses is actually pretty interesting. I could swear I saw that in some "rules light" game based off d20 somewhere as I was playing with it myself about 3-4 years ago. It really balances out a 3d6 character design and making scores too important. Of course both were based off a 10=0 average.

This sounds like Ars Magica back in the late 80's where there is no bell curved 3-18 and modifiers are positive or negative with 0 being the baseline. That would be cool. I'm wondering if they will keep 3-18 as "heroic" PC bonuses and make 0 the NPC commoner baseline? (meaning 10 (+4) would be the "heroic" baseline)
 

Cadfan said:
But that causes math problems if elements like carrying capacity are based off of strength. It works fine for things like damage or saving throws, but it falls apart for things which reference ability scores directly.
I don't see how it causes math problems. Ability score doesn't change with level and carrying capacity is based off it. I realize it's a little awkward but I don't mind.

Cadfan said:
It also makes setting DCs for skills tougher. If a skill check is "rank + ability score + trained if applicable + miscellaneous," and if both rank AND ability score increase at 1/2 level...
But ability modifier bonus is supposed to replace rank, that's the whole point.
So it's Ability modifier + 5 (if trained) + 5 (if Skill Focused). Quite simple aint it ;)
 

Cross posting this from the stat card preview:

If it really is 1/2 level plus base attack, then consider a 20th level fighter (instead of skirmisher) with 24 strength:

+7 from attribute formula (score-10/2)
+10 level
+20 bab?

+37 to hit? That's the baseline?

At 10th it's +22 and at 30th it's +52. It just seems like the disparity between levels would be too high. And at high levels the roll would only be there for fumbles and crits, unless the AC is going to scale appropriately.

Or look at a typical 6th level fighter...

+4 from attribute formula
+3 from level
+6 from base attack

That's +13 without taking any other modifiers into account like feats, powers, items or buffs from other party members. That's supposed to be balanced against this creature with it's 20 AC and no DR?

(Of course, the same would be said of the other chart, at 6th level at least. +6 for an 18 strength, +6 for bab for a total of +12 before buffs. At higher levels though that 1/2 level plus bab would get out of hand, at least that's my initial thought.)
 

takasi said:
Cross posting this from the stat card preview:

If it really is 1/2 level plus base attack, then consider a 20th level fighter (instead of skirmisher) with 24 strength:

+7 from attribute formula (score-10/2)
+10 level
+20 bab?

+37 to hit? That's the baseline?
C'mon :). Obviously you can't/shoudn't have two level based bonuses. That +1/2 level thing replaces BAB, base save bonuses, skill ranks, and probably caster level/spell DC (if it made it).

A 20th level fighter would have +7 Str +10 level +2* (if trained) +2* (if weapon focused) = +17/+21

* - yes I'm making those up, but they fit conceptually with ways to improve skills.
 
Last edited:




Remove ads

Top