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General Tabletop Discussion
*Dungeons & Dragons
Balancing the ability scores and their contribution to different classes
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<blockquote data-quote="jmartkdr2" data-source="post: 8383115" data-attributes="member: 7017304"><p>Another way to do this is two-step:</p><p></p><p>1. Maneuvers for all weapon classes. </p><p></p><p>2. Some maneuvers and spells key off specific abilities, regardless of class. Enchantments always use charisma, divinations always use Wisdom, abjurations always use constitution, rays use dexterity to hit, and so on. That way having more decent ability scores creates horizontal power (more spells to choose from) without granting vertical power (you best spells are just as good) Some spells (evocations) should be based on your "key ability" set by class so everyone can use them (and some classes might let you pick from multiple key abilities.)</p><p></p><p>Maneuvers are a bit easier to imagine here: strength for pushing, dexterity for accuracy/reactions, constitution for powering through/resisting damage, intelligence for identifying and tactics (warlord stuff), wisdom for finding openings/weaknesses, charisma for feints and intimidation. So the smart fighter has moves available the dumb fighter doesn't, but the only fighter without moves to use is the one with all low ability scores. And you can always just hit people with no flair.</p><p></p><p>Half-casters get a bit complicated here: a ranger is going to have some mix of maneuvers and spells (although leaning all one way could be an option), and those are in turn affected by your ability spread - which means rangers with different ability scores might play very differently. I'd also be inclined to let half-casters chose their casting stat for weapon attack (with a minimum physical stat) - a paladin who's armor is faith and who's power is conviction makes total sense to me.</p><p></p><p>(Details need work, but I think this is a good way forward.)</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8383115, member: 7017304"] Another way to do this is two-step: 1. Maneuvers for all weapon classes. 2. Some maneuvers and spells key off specific abilities, regardless of class. Enchantments always use charisma, divinations always use Wisdom, abjurations always use constitution, rays use dexterity to hit, and so on. That way having more decent ability scores creates horizontal power (more spells to choose from) without granting vertical power (you best spells are just as good) Some spells (evocations) should be based on your "key ability" set by class so everyone can use them (and some classes might let you pick from multiple key abilities.) Maneuvers are a bit easier to imagine here: strength for pushing, dexterity for accuracy/reactions, constitution for powering through/resisting damage, intelligence for identifying and tactics (warlord stuff), wisdom for finding openings/weaknesses, charisma for feints and intimidation. So the smart fighter has moves available the dumb fighter doesn't, but the only fighter without moves to use is the one with all low ability scores. And you can always just hit people with no flair. Half-casters get a bit complicated here: a ranger is going to have some mix of maneuvers and spells (although leaning all one way could be an option), and those are in turn affected by your ability spread - which means rangers with different ability scores might play very differently. I'd also be inclined to let half-casters chose their casting stat for weapon attack (with a minimum physical stat) - a paladin who's armor is faith and who's power is conviction makes total sense to me. (Details need work, but I think this is a good way forward.) [/QUOTE]
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