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D&D without ability scores and separating Ancestry & Culture
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<blockquote data-quote="CubicsRube" data-source="post: 8033030" data-attributes="member: 6848185"><p>The whole idea of this was to have a single vector approach to see of that could be made to work. I'm not really aware of many RPGs that really do it (savage worlds has a hybrid model).</p><p></p><p>Sonetimes this may not make sense, but ability scores are an abstraction that don't always make sense either (like an acrobat being good at picking pockets).</p><p></p><p>The rule 0 is this, if something asks for an ability check and your class should be good at that ability, use the Trained level (normal prlficiency bonus). If something would normally be an ability modifier+proficiency and both are relevant, use the Expert level.</p><p></p><p>Mathematically, it assumes you'll only have a +2 in an ability modifier to level 4 and so will have a lower overall bonus for most things at lower tier but this picks up to a normal range in mod tier and tops out later.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 8033030, member: 6848185"] The whole idea of this was to have a single vector approach to see of that could be made to work. I'm not really aware of many RPGs that really do it (savage worlds has a hybrid model). Sonetimes this may not make sense, but ability scores are an abstraction that don't always make sense either (like an acrobat being good at picking pockets). The rule 0 is this, if something asks for an ability check and your class should be good at that ability, use the Trained level (normal prlficiency bonus). If something would normally be an ability modifier+proficiency and both are relevant, use the Expert level. Mathematically, it assumes you'll only have a +2 in an ability modifier to level 4 and so will have a lower overall bonus for most things at lower tier but this picks up to a normal range in mod tier and tops out later. [/QUOTE]
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