Ability Scores

Meophist

First Post
The next edition of D&D is said to have the ability scores more at the front and center of your character. Due to this, I would like to know: What do you want from ability scores in the next edition of Dungeons & Dragons?

More specifically:
  1. From the basic list of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma, are there any that you would like out in the next edition? Are there any others you would like in?
  2. What would each of the abilities mean? What would an increase of them give to an unclassed character, for example? How would certain classes particularly benefit from certain ability scores?
  3. How much would you want the ability scores to define your character? How much should this change over time? How much should ability scores change, if at all?
I'll probably expand on this later, but my opinions on the matter at the moment are:
  1. I think the ability scores are fine with the basic list of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
    • Strength is the character's physical strength. It should determine how much they can push, pull, lift, juggle bears, and strike.
    • Constitution is how much the character can endure and preserve. It should determine how far a character can go without needing rest, so basic stuff like hit points, poison resistance, marathon running, and possibly how often and how long they can be in a state like Rage. Also, I think it should reduce encumbrance penalties.
    • Dexterity is the character's ability to move precisely and react to events. As typical, it should help with AC, sneaking, knife juggling(and other tricks), and projectile accuracy.
    • Intelligence is the character's ability to absorb facts and apply them in a logical manner. It helps determine how much the character knows(including different languages), and the ability to connect dots in a logical fashion. It should affect the effectiveness of certain spellcasting as well.
    • Wisdom is a character's awareness and intuitive knowledge. It affects the character's ability to make use of their senses, make non-magical alignment checks, and make better use of some of their innate abilities.
    • Charisma is a character's social ability and willpower. It affects the character's ability to make deals, bluff, sing, act, do an one-man musical(even as a woman), and resist compulsions.
  2. I think ability scores should be a big part of your character at level 1, but gradually be less and less important as the game goes on. They should change every now and then, about perhaps every four or five levels.
So those are my thoughts, for now. I want to see yours. I didn't really put too much thought into it yet, so don't think you need to either. Just some basic ideas on how you want ability scores to be in the next edition is fine.
 

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I'll be honest, and I don't know if this is a weird thing or not...

But I wanna go straight back to 1st Edition on ability scores and score bonuses. Where a 9 wasn't the end of the world, and a 16 wasn't super heroic. Where you didn't pout if your highest score was a 14, or your lowest a 6. Where 18 was REALLY something special.

And then I don't want ability increases except through dramatic and wondrous magic. Neither do I want scaling level-based bonuses. An iron door at level 1 with a strength of 16 is as tough to get through as an iron door at level 10.
 

Oh yeah, I knew I forgot something. Also your opinions on ability score generation would be appreciated. I'm personally fine with most types, even the 3d6-put-them-in-order type.
 

I'm pretty sure we will see the standard 6, STR,DEX,CON,INT,WIS,CHA in their normal form. I do not think we will see Comeliness or such, but we may see Perception as a factor on the character sheet like 4E.

I am thinking, with what has been said about ability scores mattering more, and lowering the modifiers down, that we will see a breakdown like this:

Score Mod
1-5 -1
6-10 +0
11-15 +1
16-20 +2
21-25 +3
etc.

I believe it has been said they are thinking of wrangling in ability bloat by limiting magic item bonuses to the +4 area, and with classes not giving a straight +1bab progression, we might see a fighter at max level maybe getting a +5 bonus from class. Giving maybe your max level character +10 bonuses to primary stats.
 

I am not a fan of the focus on ability scores at all.

I prefer a focus on archetypical characters, which may or may not depend on stats like Str or Int.

All editions gave bonuses to stats, and stats were very important for most classes, especially casters. In 3e and 4e, stats became even more important for all characters to be effective.

I wish that stats gave minimal bonuses to certain things, and that class abilities gained through experience mattered the most.
 

I'd like to see some option rules presented in core for "appearance" or "comeliness" as a 7th stat.
 


1. Stick with the standard six.

2. The only issue I have with this is that whole wisdom/perception thing. I like how 4e handled perception as something separate to the ability sores. Perception as a readily increasable skill does not jive with me quite as well though, I would prefer capacity in, and increasing of perception attached to race/class/theme.

3. I would like to see the increase of ability scores uncoupled from gaining a specific level. What I would prefer to see is ability score increases tied to certain abilities/powers a character receives when achieving a certain level in a race,class or theme. Constitution and Charisma increases are more populous than Strength and Intelligence increases that are more populous than Dexterity and Wisdom increases. Wisdom increases are more populous at higher levels while constitution increases are more popular at lower levels than high. I think this more organic approach would be more fun.

Best Regards
Herremann the Wise
 

From the basic list of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma, are there any that you would like out in the next edition? Are there any others you would like in?
Six is a good number. Sure there are other ability scores in other games, but I think the classic D&D scores have worked for a long time and no new ones are needed.
What would each of the abilities mean? What would an increase of them give to an unclassed character, for example? How would certain classes particularly benefit from certain ability scores?
My (fairly classical) conception:

Str-Physical strength and body control. Useful for melee attacks, carry weight, breaking things, and some physical skills.
Dex-Agility and reflexes. Useful for avoiding attacks and being sneaky/acrobatic
Con-Toughness and endurance. Useful for maintaining extended activity and not dying
Int-Reasoning and memory. Useful for learning things, including skills.
Wis-Perceptiveness and intuition. Useful for perception skills, miscellaneous noncombat skills, not being fooled by liars and illusions, and reacting quickly to things.
Cha-Empathy and passion. Useful for performing heroic feats (action points), resisting attacks on the integrity of the mind, and making people like you.
How much would you want the ability scores to define your character? How much should this change over time? How much should ability scores change, if at all?
A lot. Not at all. Some.

I'm for ability scores as representing genetics, inborn traits, things that are very important. I think they should remain important throughout one's career, more so than they did under the 3.X paradigm. I think modest changes should be possible, but that your starting ability scores should always be the most important determinant of what your character can and cannot do. Those six numbers are the thing I look at to define a character.
 

I know, I know. They're a sacred cow but basically, Ability Scores are useless. The real juice is in modifiers.

While they are looking to change the math in the game significantly, I would consider unifying the score and modifier into one unique positive number. Makes for cleaner, more concise stat blocks.

I'm not the biggest fan of the six default abilities themselves but they are so iconic, I couldn't imagine DnD renaming or adding some.

As far as what they should represent and how they interact with classes: well, abilities are natural aptitudes. And it should be clear where they help but if someone wants a weakling (not very good at hitting and doing damage) fighter, I say go for it! I think you should be allowed any unusual combinations you can come up with, provided you know what you're in for.

I would prefer no ability score progression. Not because of realism or flavor or anything like that. Just because of simplicity. Keep it simple. I want to design NPCs on the fly and not worry about extra calculations.
 

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