Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Decoupling Ability Scores from Offense
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xeviat" data-source="post: 8270592" data-attributes="member: 57494"><p>Wild idea that came up while talking to my players. One of my friends, whom I've been playing with for 20 years now, was commenting someone he was playing with wasn't having fun because their character was weak. This other player is more of a casual player, but was growing disinterested because his character just couldn't do very much. My friend helped make some changes to his character, and suddenly he was much more effective, and he started having more fun with the game (and not just the pizza and beer socializing).</p><p></p><p>So we got to talking about how unfortunate it is that the game makes it possible to accidentally make a weak character. We had actually been running into this issue from the very beginning of our time playing D&D, from someone rolling particularly higher stats than another player to a 3E ranger taking weapon finesse and a Str 10 since it seemed like it would be fine.</p><p></p><p>There are so many unspoken "rules" of character building for making optimal characters that its easy to make a suboptimal character. You "need" a 16 in your primary stat. If you're a medium armor class, you really want a dex 14. Everyone wants a con 14. Certain feats are better than others. And so forth.</p><p></p><p>Yes, you don't "have" to, thats what the air quotes are for.</p><p></p><p>But, what if you didn't need to do all this? What if your level determined your offensive capability? What if, say, a level 10 rogue is deadly because they're a level 10 rogue, regardless of if they're an agile thief, a cunning mastermind, or a charming rake?</p><p></p><p>What if your to hit and damage bonuses were determined by your class level? What if your ability scores contributed to skills and saves, but were also used for item and feat prerequisites? So, a high strength, high con fighter would naturally favor heavy two handed weapons, especially things in the axe/hammer groups, while a balanced str/dex fighter would favor sword and shield or long bow, or a high dex fighter may favor shortswords and crossbows?</p><p></p><p>Your wizard could be an intelligent scholar, or they could be a natural and are just figuring it out (or maybe you'd want to require a mental stat prerequisite for magic for a certain flavor, up to you).</p><p></p><p>But, the end result is level determines power, your ability scores determine how you flavor and differentiate your character.</p><p></p><p>It would be a very different edition, but what do you think?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 8270592, member: 57494"] Wild idea that came up while talking to my players. One of my friends, whom I've been playing with for 20 years now, was commenting someone he was playing with wasn't having fun because their character was weak. This other player is more of a casual player, but was growing disinterested because his character just couldn't do very much. My friend helped make some changes to his character, and suddenly he was much more effective, and he started having more fun with the game (and not just the pizza and beer socializing). So we got to talking about how unfortunate it is that the game makes it possible to accidentally make a weak character. We had actually been running into this issue from the very beginning of our time playing D&D, from someone rolling particularly higher stats than another player to a 3E ranger taking weapon finesse and a Str 10 since it seemed like it would be fine. There are so many unspoken "rules" of character building for making optimal characters that its easy to make a suboptimal character. You "need" a 16 in your primary stat. If you're a medium armor class, you really want a dex 14. Everyone wants a con 14. Certain feats are better than others. And so forth. Yes, you don't "have" to, thats what the air quotes are for. But, what if you didn't need to do all this? What if your level determined your offensive capability? What if, say, a level 10 rogue is deadly because they're a level 10 rogue, regardless of if they're an agile thief, a cunning mastermind, or a charming rake? What if your to hit and damage bonuses were determined by your class level? What if your ability scores contributed to skills and saves, but were also used for item and feat prerequisites? So, a high strength, high con fighter would naturally favor heavy two handed weapons, especially things in the axe/hammer groups, while a balanced str/dex fighter would favor sword and shield or long bow, or a high dex fighter may favor shortswords and crossbows? Your wizard could be an intelligent scholar, or they could be a natural and are just figuring it out (or maybe you'd want to require a mental stat prerequisite for magic for a certain flavor, up to you). But, the end result is level determines power, your ability scores determine how you flavor and differentiate your character. It would be a very different edition, but what do you think? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Decoupling Ability Scores from Offense
Top