Are stat modifiers really bonus + 1/2 per level?

Terramotus

First Post
So, I was thinking about stat modifiers... and I don't think they're really (stat - 10) / 2 + 1/2 per character level.

On the face of it, the idea and its implications seem strange to me. First, there are the oddities: a high level wizard with a 10 Str would have little difficulty kicking down a door. A high level fighter with a 10 Dex would be quicker than the rogue.

It also seems to go against the math we know about and their desire to flatten the power curve. BAB as 1/2 level definitely flattens things out, but if every stat gives 1/2 level bonus as well, then if those modifiers apply directly to combat we're back in 3E land with BAB. Higher, in fact, since everyone essentially gets BAB equal to their level. If this was the intention, why wouldn't BAB just be 1/level?

Skills are in the same boat. Assuming they follow SWSE conventions, they increase 1/2 per level + stat mod + 5 for trained. Are they essentially level + stat + 5 for trained? I doubt it.

Next, let's look at some evidence. The Pit Fiend stats are difficult to draw conclusions from, since the stats aren't necessarily derived from simple formulas involving level and stat bonus. But the skills section appears to be.
Skills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
I think the stats are listed under skills for a reason. These aren't stat modifiers, they're bonuses for untrained skills, so that you know what the rest of the skills are if you need them - 1/2 level + the normal bonus for stats. The three skills specifically listed are 5 better than that formula, implying they're trained skills.

Additionally, the Pit Fiend deals +11 damage in addition to dice, which is what we would expect from a 32 Str under 3E rules. Given the goal of simplification, do we really think the designers would have stat modifiers be different in different circumstances?

Finally, it doesn't seem to jive with certain aspects of the Rogue preview. For example, Positioning Strike:
Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.

Encounter ✦ Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will

Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
If Cha modifier is equal to stat bonus + 1/2 level, then a 20th level Rogue with 18 Cha can shift someone 14 spaces. Uh, so I can trick someone into accidentally moving more spaces than they can normally move in a round? Somehow I doubt that.

It would also imply that Crimson Edge does a LOT of damage
Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).
That would imply that the ongoing damage for a 20th level Rogue with 16 Str is 18 damage per round. We don't know how long that lasts, but that's kind of a lot of damage considering the same Rogue with a 14 Con only has 121 HP.

I think instead, the suspected level based bonus to damage is included in the [W] portion of the damage block.

This seems fairly conclusive to me that the stat modifiers are going to be the same as in 3E. Thoughts? Can anyone spot something I'm missing or a flaw in my logic?
 

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You are correct. The stat modifiers are the same as they are in 3e. (which is why the damage bonuses for monsters are exactly what they should be) People are just misinterpreting the shorthand format of the DDM cards in attempt to fill in the missing parts of the equations. Unfortunately, its often used as fact, rather than speculation with a lot of holes in it.
 

This is exactly how I've been interpreting it since the spined devil information came out. Those bonuses are given purely to make untrained skill use easier to manage.

Cheers,
Cam
 



Voss said:
You are correct. The stat modifiers are the same as they are in 3e. (which is why the damage bonuses for monsters are exactly what they should be) People are just misinterpreting the shorthand format of the DDM cards in attempt to fill in the missing parts of the equations. Unfortunately, its often used as fact, rather than speculation with a lot of holes in it.
Exactly.

If level affected stat modifiers there wouldn't be any point in having stat values in the first place (as they would be meaningless). Strength, etc. would just be listed as a modifier as any other skill and not a number.
 

Terramotus said:
So, I was thinking about stat modifiers... and I don't think they're really (stat - 10) / 2 + 1/2 per character level.

From what I've seen, I've come to the speculation of:

Ability score = obviously the stat.
Ability modifier = (stat - 10)/2
Skill modifier for untrained skills = ability modifier + 1/2 level
Skill modifier for trained skills = ability modifier + 1/2 level + 5

Are people really thinking it's something different?


As for the 1/2 progression as opposed to full progression. The mathematical advantage of that is that it makes less of a difference between creatures that are farther in level. For example a 6th level party against an 8th level thing, will have one less BAB than "expected." If you were to scale too fast, it would be 2 less BAB, and in combination with the 2 levels worth more of powers and hit points, that difference may end up being much bigger than with the 1/2 progression. Also, it makes any pluses mean more, because it takes 2 level to get a bonus to hit, as opposed to just being every one level.
 


Victim said:
I think that the +1/2 level does apply to ability checks though.
Well, that would go against the initial example of high-level characters being able to break down doors with ease. This does render invalid the 3E rule that an untrained skill check is equivalent to an ability check, though.
 


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