Arriving at ability scores

Frostmarrow

First Post
Traditionally ability scores are rolled or picked early in the character creation process. Since we want ability scores to matter (not only give a bonus at extreme scores such as in AD&D) this results in the math of the game being swingy and tends to lead players to create one-sided characters.

What if ability scores are numbers we arrive at, something all the other parts of the character add up to, so that the ability scores are something of shorthand for the character? For example maybe the class Fighter and the feat Cleave both add to strength.

You begin with a +0 bonus to any task. Once you add race, background, theme, class, and of course level - your ability scores fall into place. So that the various ways you might build a character results in a certain ability scores. Your ability scores is a hash of all the other choices you make.

Example:
Elf +3 Dexterity
Fighter +3 Strength
Noble +3 Charisma
Archer +3 Dexterity
Level 1: +1 to All

Str: 14
Dex: 17
Con: 11
Int: 11
Wis 11
Cha: 14
 

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It's an interesting idea... but I don't see it happening.

We do know that class will add a small bonus to an ability score, so that's a little bit toward what you have in mind. But we also know that the default method for generating scores is going to be dice.
 

I also see people selecting background and themes for the ability scores, which then later never come up as part of the character again.
 


Well there was a mention that race and class give ability increases. But I doubt it would be the means of arriving at ability scores as core.

Maybe as a module.
 

What if I'd like to create a strong mage, intelligent warrior or a charismatic berserker?

-YRUSirius

If strong is a theme and mage is a class, the job's done already. Themes and backgrounds are supposed to be customizable so that makes it even easier to get what you need.

I guess there is a difference in how people plan their characters. Some people think strong first and fighter second while others think fighter first and strong second.

There is a lot of tinkering when we roll stats first. Sometimes you need to change your stats a long way into the character creation process in order to meet the prerequisites that come up. I do enjoy this tinkering but it isn't wholly necessary.

Another thing is that if two people pick stats for the same class and race they are going to end up with roughly the same stats. I've seen this happen a thousand times. Now, maybe this an important process even if you do end up in the same place.
-Str 20, Wis 8, I see. Quite an original character you have there Bob.

I for one, in theory, like the puzzle aspect of this idea. Pick the four corners of your character and presto! Instant character.
 

I also see people selecting background and themes for the ability scores, which then later never come up as part of the character again.

Yes. What happens if my example elf above drops the Archer theme in favor of an Alchemist theme? Will he suddenly lose 3 points of dexterity and gain 3 points of intelligence instead? Maybe. I wouldn't mind. I know that my real life stats changes with my lifestyle.
New edition of D&D coming up? Plus 2 to Intelligence -2 to Con. ;)
 



No.

All pcs of the same approximate build shouldn't have the same stats.
Yeah, that's something that 4E 'introduced'. At first I thought, yeah no dice rolling for character generation, but the resulting characters had no weaknesses and even the greatest of all heroes should have an Achilles' heel to let them shine with their strengths despite his shortcommings. This also resulted in fairly 'sameish' characters of the same class. That's why I'm starting to like rolling dice for attributes again. Kinda stops hardcore optimizing and returns some flavor.

Additionally it's the first part of the game new players would get in contact with if they don't use pregens. It's some kind of minigame to roll dice and see what you'll get. I like it, it creates potential for character stories that aren't totally bland.

-YRUSirius
 

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