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D&D without ability scores and separating Ancestry & Culture
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<blockquote data-quote="CubicsRube" data-source="post: 8031175" data-attributes="member: 6848185"><p>I have made a previous thread on separating Ancestry & Culture and had some great comments on it (and was pointed to some wonderful work someone has previously done on the subject). But I have also done some tinkering as to how D&D could work without ability scores at all.</p><p></p><p>Given the problematic nature around ability scores in the current conversational climate, I wanted to see how things would work. Turns out I think it would work alright.</p><p></p><p>This is a thought experiment for those who are interested, and I'd love to hear your thoughts. I'm obviously not expecting that WotC would take this route or that anyone would adapt it for a home game, but it's something I've enjoyed putting together so far.</p><p></p><p>The document is attached, but here is the summary:</p><p></p><p>There are three levels of skills; Untrained, Trained and Expert. The skill bonus per level is as per below:</p><p></p><table style='width: 100%'><tr><td>Skill Bonuses per level</td><td></td><td></td><td></td></tr><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Untrained</strong></p> </td><td><p style="text-align: center"><strong>Trained</strong></p> </td><td><p style="text-align: center"><strong>Expert</strong></p> </td></tr><tr><td><p style="text-align: center">1-4</p> </td><td><p style="text-align: center">0</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+4</p> </td></tr><tr><td><p style="text-align: center">5-8</p> </td><td><p style="text-align: center">0</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+6</p> </td></tr><tr><td><p style="text-align: center">9-12</p> </td><td><p style="text-align: center">0</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td></tr><tr><td><p style="text-align: center">13-16</p> </td><td><p style="text-align: center">0</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td></tr><tr><td><p style="text-align: center">17-20</p> </td><td><p style="text-align: center">0</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+12</p> </td></tr></table><p></p><p></p><p>Skill choices come from Culture (never Ancestry), Background (2 choices), and 4 free choices at character creation and at Ability Score Increase levels.</p><p>For each choice:</p><ul> <li data-xf-list-type="ul">Raise one skill you are Untrained in to Trained level, or</li> <li data-xf-list-type="ul">Raise one skill you are Trained in to Expert level</li> </ul><p></p><p>Some things need to change to move to an ability score less system, but by using the above numbers as a guide, the maths does not deviate too much from bounded accuracy.</p><p></p><p>For example, hitpoints no longer use a CON bonus, but instead use the maximum value for the hit die type:</p><table style='width: 100%'><tr><td>Hitpoints per Die type</td><td></td><td></td><td></td></tr><tr><td><p style="text-align: center"><strong>Die</strong></p> </td><td><p style="text-align: center"><strong>Half + CON 10</strong></p> </td><td><p style="text-align: center"><strong>Half + CON 14</strong></p> </td><td><p style="text-align: center"><strong>Max</strong></p> </td></tr><tr><td><p style="text-align: center">D6</p> </td><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">6</p> </td><td><p style="text-align: center">6</p> </td></tr><tr><td><p style="text-align: center">D8</p> </td><td><p style="text-align: center">5</p> </td><td><p style="text-align: center">7</p> </td><td><p style="text-align: center">8</p> </td></tr><tr><td><p style="text-align: center">D10</p> </td><td><p style="text-align: center">6</p> </td><td><p style="text-align: center">8</p> </td><td><p style="text-align: center">10</p> </td></tr><tr><td><p style="text-align: center">D12</p> </td><td><p style="text-align: center">7</p> </td><td><p style="text-align: center">9</p> </td><td><p style="text-align: center">12</p> </td></tr></table><p></p><p></p><p>Armour is the most changed. Light and medium armour have a +2 bonus (previously from DEX) embedded into them. This makes light armour inferior to heavy armour. I personally do not have a problem with this.</p><p></p><table style='width: 100%'><tr><td>Armour Class by Armour</td><td></td><td></td><td></td><td></td></tr><tr><td><strong>Type</strong></td><td><strong>Armor</strong></td><td><strong>Cost</strong></td><td><strong>AC</strong></td><td><strong>Stealth</strong></td></tr><tr><td>Light</td><td>Padded</td><td><p style="text-align: right">5 gp</p> </td><td>14</td><td>Disadvantage</td></tr><tr><td>Light</td><td>Leather</td><td><p style="text-align: right">10 gp</p> </td><td>14</td><td>-</td></tr><tr><td>Light</td><td>Studded</td><td><p style="text-align: right">45 gp</p> </td><td>15</td><td>-</td></tr><tr><td>Medium</td><td>Hide</td><td><p style="text-align: right">10 gp</p> </td><td>14</td><td>-</td></tr><tr><td>Medium</td><td>Chain Shirt</td><td><p style="text-align: right">50 gp</p> </td><td>15</td><td>-</td></tr><tr><td>Medium</td><td>Scale Mail</td><td><p style="text-align: right">50 gp</p> </td><td>16</td><td>Disadvantage</td></tr><tr><td>Medium</td><td>Breastplate</td><td><p style="text-align: right">400 gp</p> </td><td>16</td><td>-</td></tr><tr><td>Medium</td><td>Half Plate</td><td><p style="text-align: right">750 gp</p> </td><td>16</td><td>Disadvantage</td></tr><tr><td>Heavy</td><td>Ring Mail</td><td><p style="text-align: right">30 gp</p> </td><td>15</td><td>Disadvantage</td></tr><tr><td>Heavy</td><td>Chain Mail</td><td><p style="text-align: right">75 gp</p> </td><td>16</td><td>Disadvantage</td></tr><tr><td>Heavy</td><td>Splint</td><td><p style="text-align: right">200gp</p> </td><td>17</td><td>Disadvantage</td></tr><tr><td>Heavy</td><td>Plate</td><td><p style="text-align: right">1,500 gp</p> </td><td>18</td><td>Disadvantage</td></tr><tr><td>Shield</td><td>Shield</td><td><p style="text-align: right">10 gp</p> </td><td>+2</td><td>-</td></tr><tr><td></td><td></td><td><p style="text-align: right"></p> </td><td></td><td></td></tr></table><p></p><p></p><p>The last big change is the saving throws have to be moved to skills. This makes some skills quite important. I have assigned them as follows:</p><table style='width: 100%'><tr><td>Saving throws as Skills</td><td></td></tr><tr><td><strong>Saving Throw</strong></td><td><strong>Talent</strong></td></tr><tr><td>Strength</td><td><em>Athletics</em></td></tr><tr><td>Dexterity</td><td><em>Acrobatics</em></td></tr><tr><td>Constitution</td><td><em> Athletics</em></td></tr><tr><td>Intelligence</td><td><em>Investigate</em></td></tr><tr><td>Wisdom</td><td><em>Perception</em></td></tr><tr><td>Charisma</td><td><em>Insight</em></td></tr></table><p></p><p></p><p>If you're inclined to read through and give your thoughts, feedback, additions, then all is welcome!</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 8031175, member: 6848185"] I have made a previous thread on separating Ancestry & Culture and had some great comments on it (and was pointed to some wonderful work someone has previously done on the subject). But I have also done some tinkering as to how D&D could work without ability scores at all. Given the problematic nature around ability scores in the current conversational climate, I wanted to see how things would work. Turns out I think it would work alright. This is a thought experiment for those who are interested, and I'd love to hear your thoughts. I'm obviously not expecting that WotC would take this route or that anyone would adapt it for a home game, but it's something I've enjoyed putting together so far. The document is attached, but here is the summary: There are three levels of skills; Untrained, Trained and Expert. The skill bonus per level is as per below: [TABLE] [TR] [TD]Skill Bonuses per level[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Untrained[/B][/CENTER][/TD] [TD][CENTER][B]Trained[/B][/CENTER][/TD] [TD][CENTER][B]Expert[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1-4[/CENTER][/TD] [TD][CENTER]0[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5-8[/CENTER][/TD] [TD][CENTER]0[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9-12[/CENTER][/TD] [TD][CENTER]0[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13-16[/CENTER][/TD] [TD][CENTER]0[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [/TR] [TR] [TD][CENTER]17-20[/CENTER][/TD] [TD][CENTER]0[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [/TR] [/TABLE] Skill choices come from Culture (never Ancestry), Background (2 choices), and 4 free choices at character creation and at Ability Score Increase levels. For each choice: [LIST] [*]Raise one skill you are Untrained in to Trained level, or [*]Raise one skill you are Trained in to Expert level [/LIST] Some things need to change to move to an ability score less system, but by using the above numbers as a guide, the maths does not deviate too much from bounded accuracy. For example, hitpoints no longer use a CON bonus, but instead use the maximum value for the hit die type: [TABLE] [TR] [TD]Hitpoints per Die type[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][CENTER][B]Die[/B][/CENTER][/TD] [TD][CENTER][B]Half + CON 10[/B][/CENTER][/TD] [TD][CENTER][B]Half + CON 14[/B][/CENTER][/TD] [TD][CENTER][B]Max[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]D6[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]D8[/CENTER][/TD] [TD][CENTER]5[/CENTER][/TD] [TD][CENTER]7[/CENTER][/TD] [TD][CENTER]8[/CENTER][/TD] [/TR] [TR] [TD][CENTER]D10[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [TD][CENTER]8[/CENTER][/TD] [TD][CENTER]10[/CENTER][/TD] [/TR] [TR] [TD][CENTER]D12[/CENTER][/TD] [TD][CENTER]7[/CENTER][/TD] [TD][CENTER]9[/CENTER][/TD] [TD][CENTER]12[/CENTER][/TD] [/TR] [/TABLE] Armour is the most changed. Light and medium armour have a +2 bonus (previously from DEX) embedded into them. This makes light armour inferior to heavy armour. I personally do not have a problem with this. [TABLE] [TR] [TD]Armour Class by Armour[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][B]Type[/B][/TD] [TD][B]Armor[/B][/TD] [TD][B]Cost[/B][/TD] [TD][B]AC[/B][/TD] [TD][B]Stealth[/B][/TD] [/TR] [TR] [TD]Light[/TD] [TD]Padded[/TD] [TD][RIGHT]5 gp[/RIGHT][/TD] [TD]14[/TD] [TD]Disadvantage[/TD] [/TR] [TR] [TD]Light[/TD] [TD]Leather[/TD] [TD][RIGHT]10 gp[/RIGHT][/TD] [TD]14[/TD] [TD]-[/TD] [/TR] [TR] [TD]Light[/TD] [TD]Studded[/TD] [TD][RIGHT]45 gp[/RIGHT][/TD] [TD]15[/TD] [TD]-[/TD] [/TR] [TR] [TD]Medium[/TD] [TD]Hide[/TD] [TD][RIGHT]10 gp[/RIGHT][/TD] [TD]14[/TD] [TD]-[/TD] [/TR] [TR] [TD]Medium[/TD] [TD]Chain Shirt[/TD] [TD][RIGHT]50 gp[/RIGHT][/TD] [TD]15[/TD] [TD]-[/TD] [/TR] [TR] [TD]Medium[/TD] [TD]Scale Mail[/TD] [TD][RIGHT]50 gp[/RIGHT][/TD] [TD]16[/TD] [TD]Disadvantage[/TD] [/TR] [TR] [TD]Medium[/TD] [TD]Breastplate[/TD] [TD][RIGHT]400 gp[/RIGHT][/TD] [TD]16[/TD] [TD]-[/TD] [/TR] [TR] [TD]Medium[/TD] [TD]Half Plate[/TD] [TD][RIGHT]750 gp[/RIGHT][/TD] [TD]16[/TD] [TD]Disadvantage[/TD] [/TR] [TR] [TD]Heavy[/TD] [TD]Ring Mail[/TD] [TD][RIGHT]30 gp[/RIGHT][/TD] [TD]15[/TD] [TD]Disadvantage[/TD] [/TR] [TR] [TD]Heavy[/TD] [TD]Chain Mail[/TD] [TD][RIGHT]75 gp[/RIGHT][/TD] [TD]16[/TD] [TD]Disadvantage[/TD] [/TR] [TR] [TD]Heavy[/TD] [TD]Splint[/TD] [TD][RIGHT]200gp[/RIGHT][/TD] [TD]17[/TD] [TD]Disadvantage[/TD] [/TR] [TR] [TD]Heavy[/TD] [TD]Plate[/TD] [TD][RIGHT]1,500 gp[/RIGHT][/TD] [TD]18[/TD] [TD]Disadvantage[/TD] [/TR] [TR] [TD]Shield[/TD] [TD]Shield[/TD] [TD][RIGHT]10 gp[/RIGHT][/TD] [TD]+2[/TD] [TD]-[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][RIGHT][/RIGHT][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] The last big change is the saving throws have to be moved to skills. This makes some skills quite important. I have assigned them as follows: [TABLE] [TR] [TD]Saving throws as Skills[/TD] [TD][/TD] [/TR] [TR] [TD][B]Saving Throw[/B][/TD] [TD][B]Talent[/B][/TD] [/TR] [TR] [TD]Strength[/TD] [TD][I]Athletics[/I][/TD] [/TR] [TR] [TD]Dexterity[/TD] [TD][I]Acrobatics[/I][/TD] [/TR] [TR] [TD]Constitution[/TD] [TD][I] Athletics[/I][/TD] [/TR] [TR] [TD]Intelligence[/TD] [TD][I]Investigate[/I][/TD] [/TR] [TR] [TD]Wisdom[/TD] [TD][I]Perception[/I][/TD] [/TR] [TR] [TD]Charisma[/TD] [TD][I]Insight[/I][/TD] [/TR] [/TABLE] If you're inclined to read through and give your thoughts, feedback, additions, then all is welcome! [/QUOTE]
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