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Balancing the ability scores and their contribution to different classes
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<blockquote data-quote="Amrûnril" data-source="post: 8383091" data-attributes="member: 6841183"><p>I definitely agree with the OP’s sentiments here: that making more ability scores useful for each class is a desirable goal and that Pillars of Eternity shows a good example of what this can look like, but that its specific implementation wouldn’t be a good thematic or mechanical fit for D&D.</p><p></p><p>While it would be possible to construct a new system with a different number/set of abilities, I think that, for a lot of players, moving away from the six traditional ones would make the game stop feeling like for D&D. I also don’t think it’s plausible, or necessarily desirable, to move away from certain classes having an association with certain abilities. I would, however, like to see every class get some benefit out of every ability, while avoiding situations where a character can rely on a single ability for almost every combat statistic. Here are some tentative thoughts on what that could look like in terms of individual ability scores:</p><p></p><p></p><p><strong>Strength</strong> could add to the damage of all weapon attacks, even those that use a different ability to hit. If we want to go a bit further, it could also grant armor proficiencies automatically at high enough thresholds.</p><p></p><p><strong>Dexterity</strong> is already pretty universally applicable, but if we want to make it a bit more useful to strength-based characters, it could apply to AC even with heavy armor (perhaps at a discounted rate). Alternatively (though this would be a larger departure from D&D tradition) wisdom could contribute to AC instead of dexterity, and high dexterity could allow some number of extra reactions or bonus actions per rest.</p><p></p><p><strong>Constitution</strong> already does a great job of being useful to everyone, though if other stats become more universally useful in combat, it might be worth giving constitution a few more uses out of combat.</p><p></p><p><strong>Intelligence</strong> could contribute to known options for most class/subclass abilities. A high intelligence bard, for instance, could know more spells, even if the power of those spells depends on charisma. Similarly, a high intelligence battlemaster could have more maneuver options available. Obviously, applying this would require a lot more class/subclass level rewriting/balancing than other suggestions, and scaling things by both intelligence and level could get a bit fiddly. I think it would do a good job, though, of making intelligence good for a character of any class who wants to be good at finding the right tools for specific situations.</p><p></p><p><strong>Wisdom</strong>, as noted above, could contribute to AC, representing insight about where attacks are likely to be aimed.</p><p></p><p><strong>Charisma</strong> seems like the hardest ability to find a universal application for. It could be used for more saves and as the basis for specific abilities (I think a couple battlemaster maneuvers already do this), but I think that would still seem underwhelming, from a combat perspective, for characters who don’t use it for spellcasting.</p></blockquote><p></p>
[QUOTE="Amrûnril, post: 8383091, member: 6841183"] I definitely agree with the OP’s sentiments here: that making more ability scores useful for each class is a desirable goal and that Pillars of Eternity shows a good example of what this can look like, but that its specific implementation wouldn’t be a good thematic or mechanical fit for D&D. While it would be possible to construct a new system with a different number/set of abilities, I think that, for a lot of players, moving away from the six traditional ones would make the game stop feeling like for D&D. I also don’t think it’s plausible, or necessarily desirable, to move away from certain classes having an association with certain abilities. I would, however, like to see every class get some benefit out of every ability, while avoiding situations where a character can rely on a single ability for almost every combat statistic. Here are some tentative thoughts on what that could look like in terms of individual ability scores: [B]Strength[/B] could add to the damage of all weapon attacks, even those that use a different ability to hit. If we want to go a bit further, it could also grant armor proficiencies automatically at high enough thresholds. [B]Dexterity[/B] is already pretty universally applicable, but if we want to make it a bit more useful to strength-based characters, it could apply to AC even with heavy armor (perhaps at a discounted rate). Alternatively (though this would be a larger departure from D&D tradition) wisdom could contribute to AC instead of dexterity, and high dexterity could allow some number of extra reactions or bonus actions per rest. [B]Constitution[/B] already does a great job of being useful to everyone, though if other stats become more universally useful in combat, it might be worth giving constitution a few more uses out of combat. [B]Intelligence[/B] could contribute to known options for most class/subclass abilities. A high intelligence bard, for instance, could know more spells, even if the power of those spells depends on charisma. Similarly, a high intelligence battlemaster could have more maneuver options available. Obviously, applying this would require a lot more class/subclass level rewriting/balancing than other suggestions, and scaling things by both intelligence and level could get a bit fiddly. I think it would do a good job, though, of making intelligence good for a character of any class who wants to be good at finding the right tools for specific situations. [B]Wisdom[/B], as noted above, could contribute to AC, representing insight about where attacks are likely to be aimed. [B]Charisma[/B] seems like the hardest ability to find a universal application for. It could be used for more saves and as the basis for specific abilities (I think a couple battlemaster maneuvers already do this), but I think that would still seem underwhelming, from a combat perspective, for characters who don’t use it for spellcasting. [/QUOTE]
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