Ability Scores

Roman

First Post
We now know that 4E ability scores will ordinarily range from 3-18 just like in 3.XE, but that modifiers will be handled slightly differently. Whereas 3.XE modifiers were calculated as Modifier=(Ability/2)-5, modifiers in 4E will be calculated thusly: Modifier=(Ability/2)-2

This gives us the following table:

0
1/ -2
2/ -1
3/ -1
4/ 0
5/ 0
6/ +1
7/ +1
8/ +2
9/ +2
10/ +3
11/ +3
12/ +4
13/ +4
14/ +5
15/ +5
16/ +6
17/ +6
18/ +7
19/ +7
20/ +8
...

I must say I am a bit mystified by this change. Retaining the old system would leave the average modifier at 0, which makes some sense. Another option would be to get rid of negative modifiers altogether (indeed I suggested doing Modifier=(Ability/2) in my previous thread on this topic), which again makes sense. To recalibrate the numbers so that +3 is now the mean modifier, yet negative modifiers still exist, however, seems a bit strange.

Of course, if ability scores ran from 4-18, instead of 3-18, it would be somewhat more intuitive, as now 0 modifier would be defined as the modifier of the lowest human ability score.

I would suggest that ability scores for the general population (not heroes) be generated by 4d4, rather than 3d6. This would give normal people ability scores in the range from 4-16 and the mean ability would be a nice round number 10, rather than 10.5 as it is currently and the standard deviation is smaller too, resulting in tighter clustering around the mean.


PCs, being special, would/could, of course, use other systems to generate their ability scores, ranging from some 4E version of point buy to rolling. For the rolling option, and interesting medium-powered system might be to do something along the lines of 4d4 + 2. This would ensure that characters are closer in power (both smaller range [6-18 rather than 3-18] and standard deviation [2 rather than 2.9]) than in 3.XE, as well as giving the designers a nice ability score baseline to work with (they seem to like implementing base lines, judging from skill system design) - no character would have a negative modifier, even with the lowest role and -2 to an ability score due to a race that has a penalty (I am assuming the standard ability score penalties and bonuses will remain at +/-2 for the core races).
 

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I'm a bit mystified at the new scale, too. It seems a bit odd, especially since every other edition has had "normal" at 10 and +0.
 

By now I really find myself wondering why they actually bother with putting in the 3-18 spread, if the modifiers don't have anything at all with the probability of a certain result on 3d6 anymore. Ramping up bonuses for abilities aside, with this +1/2 points spread, they could simply build in a point-buy system and let people buy the modifiers directly.
 


Geron Raveneye said:
By now I really find myself wondering why they actually bother with putting in the 3-18 spread, if the modifiers don't have anything at all with the probability of a certain result on 3d6 anymore. Ramping up bonuses for abilities aside, with this +1/2 points spread, they could simply build in a point-buy system and let people buy the modifiers directly.

Ditto.

They should just go for the bonuses = stats thing and forget the math for numbers equalling other numbers.

In 1st and even 2nd ed when stats weren't uniform and did different things for classes, it made sense in a bad way.

In 3e when it was a formula? Not at all. True 20 got that one right out of the box.
 

Scholar & Brutalman said:
We do not know this. It's one solution to the numbers on the Spined Devil.
Yes we do. I guess not everyone obsesses over every tidbit like us nerds. :)
At D&D Experience, one of the Wizards folks gave us the formula, as stated in this thread. See recent news at the Enworld News page for the link.
 

I think it's safe to say the main motivation for shifting the bonuses is to avoid negative numbers somewhat. As to why they didn't shift it ALL the way, I don't know. But I'd bet there's a reason.
 

Until I see a reason for this elsewhere in the system I'm chalking this up to "Change for change's sake." There seems to be too many changes in 4e that exist solely to make it different from 3e (and D&D altogether). Until I know the reasoning I'll be skeptical.
 

Roman said:
Whereas 3.XE modifiers were calculated as Modifier=(Ability/2)-5, modifiers in 4E will be calculated thusly: Modifier=(Ability/2)-2
No, this has not been confirmed. The post on rpgnet that made it onto the news page, has been confirmed as being speculation based on the Spined Devil stat card.

Can we drop this rumour for now?
 


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