Classes based on the six ability scores

Kzach

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I've been thinking a lot lately about classes and how rigid or flexible they should be and how they should break-down or be divided so as to satisfy every play-style and I think I hit on a decent idea that I'd like to share.

It was while considering having three 'base' classes, ie. warrior, mage & rogue, that I realised that this really isn't enough of a defining characteristic to differentiate between play-styles let alone diversity of thematic applications within those three. Then I started thinking about how better to define each basic class and I went through the usual suspects until I hit on a radical idea: all classes essentially work around one core ability.

I know, I know, this isn't exactly news, but it's also something that has been considered a secondary aspect of class building whereas I believe it should be the primary aspect.

Think of choosing a class based on your primary ability score. Instead of choosing 'fighter', you choose "Strength-based", or instead of 'rogue', you go "Dexterity-based", Intellect for wizards and Wisdom for clerics, etc.

THEN you choose your class. So now class is a secondary aspect to your character based on what he's good at rather than the other way around. The class would give you your powers and skills but they would all be based on the ability score you chose to focus on instead of having to focus on an ability score because your class tells you to.

So you could have Power Attack as a class feature of the fighter, for instance, but because you chose Dexterity as your primary ability before choosing fighter as your class, Power Attack is based on Dexterity, not Strength.

It may seem like a simple change, and one that you could implement already in any system just by choice, but it's really quite a drastic difference in character creation logic that would only work if represented within the mechanics of the system because it would dictate how class features would work rather than the other way around.
 

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Post removed by admin. Ladies and gentlemen, this post was an excellent example of how threadcrapping gets you booted out of a thread. Sorry for the disruption, and please carry on with the topic. -- Piratecat
 
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Yep, you're describing d20 Modern. I didn't love the system. It worked fine, but for me it lacked flavor and wasn't even close to evocative. I don't want to play Constitution guy, I want to play a knight thundering across the battlefield.
 

This is very very similar to an idea I have posted on the WotC 5E boards:
Adding combat style to race/class/theme

It's what you wrote, except that I wouldn't call it "class", but combat style. It's more like a choice between different feat packages. And I want each style to work with different classes.

Please have a look, this might be what you are looking for.
 


This has the same potential pitfall as "power sources" - the designers may feel forced to fill a niche for no good reason.

Agreed.

Keep in mind that the original six stats were not designed for this function. They were intended to provide numbers for specific physical and mental traits. In a way, they're a necessary evil required for systems that need numbers to determine success/failure. Trying to use stats as a major aspect of the character simply reduces the game to a spreadsheet, IMO.

Like Pcat said, I don't play Stat Guy, I play a Hero.
 

I'm cool with classes based on archetypes, themes, even roles (though not my favorite), but never, ever, ever, ever, EVER ability scores.

I do not want character classes defined by one single game mechanic in this fashion. To me, it ruins any sense of verisimilitude.

Now, I'd be cool with any class built based on archetype, theme, etc. that can also choose what their primary ability is (such as a Fighter that can be primarily Strong, or Dextrous, or Smart, or Wise, etc.), but they still need to be first and foremost, a Fighter. Ditto for all other classes.

:cool:
 

Rather than ability score leading to class, what if class and ability score could be chosen separately?

4e approached this idea--for example, Str clerics and Wis clerics--but your prime attribute was so important everything had to be shoehorned to fit. So you got weapon-based attacks that used cha, and so on, which never really scratched my verisimilitude itch.

What I'm thinking instead is that each attribute has a defined, unchangeable purpose in the world, and then each class is customizable according to the character's high ability scores. This gives more customization and flavor and emphasizes the internal consistency of the world.

For example, all one-handed weapons use strength, two-handed weapons use con, light blades use dex, spell memorization uses int, divine spells use wis, and spontaneous casting uses cha. (This list could use work. It's just an example.)

Then your fighter with good dex and poor strength uses a rapier, your wizard with good cha and poor int has lots of at-wills/encounters (but no Vancian dailies), etc.

AND the ability score curve is de-emphasized a bit, so ~14 is good enough, and you don't end up with the 4e situation of everyone needing an 18 or higher in their prime stat in order to reliably hit and have fun.
 

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