Li Shenron
Legend
I am thinking about introducing the general possibility for ability scores damage and bonuses or penalties to 5e.
These are my thoughts around the idea:
- effects that temporarily change your ability scores are fun, unless they cause many calculations (which was a big deal against ability score damage and changes in 3e/4e)
- in 5e there are less mathematical dependencies on ability scores than before, e.g. spell slots don't depend on you spellcasting ability score
- the 5e fixed Proficiency bonus makes it easy to calculate rolls on the fly most of the times (d20 + prof + ab.mod) so you don't have to edit your whole character sheet every time one of your ability scores changes
- allowing ability score changes during the game doesn't mean they have to happen often, in fact as a DM I plan to keep complete control of them (no standard options for the PC buff their abilities or damage those of others)
More precisely, my plan on using ability score changes is twofold:
- have the occasional magic item, curse/poison/disease, or special event cause a positive or negative temporary change to one ability score of a PC
- use ability score temporary damage to replace the death of a PC (for campaigns where we have agreed that the PC enjoy narrative protection from death)
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This House Rules actually doesn't need any other change in the game AFAIK. I can just drop a "you read the magic tome and feel inspired... your Charisma temporarily increases by 2" or "after being stung by the giant spider you start feeling week... your Strength temporarily decreases by 4", and that's it. No further rules changes are needed.
I am not worried about using the modified ability score/modifier for checks and rolls. The idea is that when you make a roll using that ability score, you calculate your bonus on the fly. Most of the times anyway the only modifier you need to add to the roll is the (current) ability score modifier itself, plus (or not) the Proficiency bonus.
However I have to make a checklist of "non-roll stuff" that still depends on ability scores, and then decide IF they should also be affected by the change to the associated ability score. And here is where I'd really like your opinions
Strength:
- speed reduction in heavy armor
- carrying capacity
- jumping range*
Dexterity:
- AC in light and medium armor
Constitution:
- hit points max
Int/Wis/Cha:
- spells DC*
- number of spells prepared
Those marked with * are not a big deal, they are technically not rolls but you need them only when you use them.
The rest is more complicated... I can decide that number of spells prepared is not affected by temporary scores, or at least today's spells prepared don't change.
But how about HPs, would you change them on the fly if Constitution changes or would you avoid complications and just keep them fixed?
And how about armor-related features and carrying capacity? I think I'd let Str and Dex changes affect them, but they do take some time to re-calc the effects...
These are my thoughts around the idea:
- effects that temporarily change your ability scores are fun, unless they cause many calculations (which was a big deal against ability score damage and changes in 3e/4e)
- in 5e there are less mathematical dependencies on ability scores than before, e.g. spell slots don't depend on you spellcasting ability score
- the 5e fixed Proficiency bonus makes it easy to calculate rolls on the fly most of the times (d20 + prof + ab.mod) so you don't have to edit your whole character sheet every time one of your ability scores changes
- allowing ability score changes during the game doesn't mean they have to happen often, in fact as a DM I plan to keep complete control of them (no standard options for the PC buff their abilities or damage those of others)
More precisely, my plan on using ability score changes is twofold:
- have the occasional magic item, curse/poison/disease, or special event cause a positive or negative temporary change to one ability score of a PC
- use ability score temporary damage to replace the death of a PC (for campaigns where we have agreed that the PC enjoy narrative protection from death)
---
This House Rules actually doesn't need any other change in the game AFAIK. I can just drop a "you read the magic tome and feel inspired... your Charisma temporarily increases by 2" or "after being stung by the giant spider you start feeling week... your Strength temporarily decreases by 4", and that's it. No further rules changes are needed.
I am not worried about using the modified ability score/modifier for checks and rolls. The idea is that when you make a roll using that ability score, you calculate your bonus on the fly. Most of the times anyway the only modifier you need to add to the roll is the (current) ability score modifier itself, plus (or not) the Proficiency bonus.
However I have to make a checklist of "non-roll stuff" that still depends on ability scores, and then decide IF they should also be affected by the change to the associated ability score. And here is where I'd really like your opinions

Strength:
- speed reduction in heavy armor
- carrying capacity
- jumping range*
Dexterity:
- AC in light and medium armor
Constitution:
- hit points max
Int/Wis/Cha:
- spells DC*
- number of spells prepared
Those marked with * are not a big deal, they are technically not rolls but you need them only when you use them.
The rest is more complicated... I can decide that number of spells prepared is not affected by temporary scores, or at least today's spells prepared don't change.
But how about HPs, would you change them on the fly if Constitution changes or would you avoid complications and just keep them fixed?
And how about armor-related features and carrying capacity? I think I'd let Str and Dex changes affect them, but they do take some time to re-calc the effects...