ability scores and modifiers

Reaper Steve said:
Is this is true, it will be a good thing. I hope that bonuses start at zero and increase... no negative scores.
Does it really change anything? Mechanically, not much, but it makes the mechanics more palatable.
The Elite Array (15,14,13,12,10,8) currently yields: +2, +2, +1, +1, 0, and -1.
If mrphoenix's speculation is correct, this same array will yield +5, +5, +5, +4, +4, +3. That's a much easier pill to swallow. No one wants negative stat mods... and most aren't happy with +1, either.

People aren't happy with a +1 ability mod?!? Man, I remember when you were damn lucky if you got even one ability score with a positive modifier. Call me a grognard, but I really don't like this attitude.

Back on topic: I'm pretty sure those modifiers are the current 3E modifiers + 1/2 level. It's the simplest and most logical answer.
 

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Mad Mac said:
Actually, current speculation on the Statblock thread is that the Ability Scores work as normal, and the modifiers listed include a 1/2 level bonus to skills/ability checks. Sort of a Variation on the Saga Skill system.
If that's true then they are making a mistake. It's easier and simpler to put normal ability modifiers where they belong and just add a small piece of text under skills that says: "+3 to all from level."
 

So much saner without penalties

The +1 per 3 ability makes so much more sense than the current method.

All attack/defense results completely even out, since there is a stat added to each. And DC's for skills have to be adjusted anyway if the skill system is going to get revamped like it will be.

PLUS, it fixes a few quirks with the current system:

1) weak humanoids wielding a 2h weapon get no benefit at all, especially smaller humanoids, from strength. Does a mage with a -2 str mod, using a quarterstaff, do -3 ( x 1.5 ) damage with it?

2) When a creature is held, you currently have to remove their DEX and dodge bonus's from their AC, and ALSO subtract 5, because they drop from 10 dex to 0. Same with reflex saves.

3) Current system favors race tweakers in melee. There really is no point in a sub-20 strength melee'er in the game, when you gear out a half-ork with a greatsword that makes the priest with the light mace look embarassing. The new system would depreciate stats somewhat, which is a good thing for melee. A +10 attack and damage bonus, compared to a +5, is slightly less egregious than compared to a +2 (30 str vs 15), especially with 2h factored in.
 

Szatany said:
If that's true then they are making a mistake. It's easier and simpler to put normal ability modifiers where they belong and just add a small piece of text under skills that says: "+3 to all from level."

I think they will put the stat modifiers where they belong -- in the PHB, chapter 1.

What we need on a stat block are how they impact play in an easy reference. They would give us the actual skill check modifier in a stat block.
 

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