mach1.9pants
Hero
I was perusing the latest playtest document and I have come across an idea I like to get away from the high ability score requirement assumption. In 3E and, esp, 4E to keep up with the math you need a 18 or so in your prime requisites to not fall behind. This pushes for cookie cutter PCs and is a major min/max point. Obviously YMMV and a lot of people are happy to base their PCs around concept rather than maths. In 5E this will be even more important as bonuses to hit are lower e.g. +3 rising to +5 for a Wizard at 10th level. In the case of the current playtest doc a Wiz has a very big incentive to get a 20 INT at first level, a +5 bonus, the same as he can get for levelling, at first level.
So my proposal, which I know is not going to happen, but I put out for thought (and may well come as house rules for me) is this.
Instead of ability score modifiers applying to the to hit rolls they only apply to saves and skills. Each ability score will have one important thing attached to it as well as this, one each. The maths of assumed ability score bonus is just added to the class bonus. Although it probably would be better if the entire math basis is reduced by that amount rather than the number added on to everyone's Attack bonus)
So ATM a 1st level Ftr has a +3 to hit, if he wishes to be STR based he will be assumed to have (probably, a guess) a +4 STR bonus at first level, similar DEX if he goes that way. So I propose that a 1st level Ftr gets a +7 Attack bonus at first level, this keeps the assumed maths the same. Another option is to reduce all the AC values by 4 which gives a similar effect and means not starting on such a high number. Although I am sure some maths clever person will explain how this is different because 7 is a major effect on a d20 roll whereas 3 isn't. I guess?
In the case of DEX and AC I would give each class a bonus like the attack roll, that may apply only in specific armour. e.g. Ftr +2 in all armours, Rogue +3 in light, +1 in medium. Those are just numbers pulled out of the air, but you get the idea.
Allied to that, and apart from skills/checks and saves, each ability score does one important thing. So something like this:
STR: modifier applied to damage STR weps (and carrying capacity)
DEX: modifier applied to damage DEX weps
CON: modifier applied to HP and HD
INT: Bonus (only) applied to extra trained Knowledge and Profession skills
WIS: modifier applied to Initiative checks (To me your awareness of the world around is as important in getting off the mark as your hand-eye co-ord, if you want to be fast improved initiative is your friend! - although I accept some may think this is a reach to give WIS something and DEX less
)
CHA: Mmmm not sure
I'd probably institute the minimum ability score for spell level requirement but at a lower ability scoer than 3E, to stop Archmage Wizards with an INT of 3!
For me this would make your ability score less important because, at the moment with the flat math, ability scores are so very important. With this you can make a heavy sword fighter that keeps up with a 13 STR, he may not do as much damage but he will hit as often.
So what think the boards?
So my proposal, which I know is not going to happen, but I put out for thought (and may well come as house rules for me) is this.
Instead of ability score modifiers applying to the to hit rolls they only apply to saves and skills. Each ability score will have one important thing attached to it as well as this, one each. The maths of assumed ability score bonus is just added to the class bonus. Although it probably would be better if the entire math basis is reduced by that amount rather than the number added on to everyone's Attack bonus)
So ATM a 1st level Ftr has a +3 to hit, if he wishes to be STR based he will be assumed to have (probably, a guess) a +4 STR bonus at first level, similar DEX if he goes that way. So I propose that a 1st level Ftr gets a +7 Attack bonus at first level, this keeps the assumed maths the same. Another option is to reduce all the AC values by 4 which gives a similar effect and means not starting on such a high number. Although I am sure some maths clever person will explain how this is different because 7 is a major effect on a d20 roll whereas 3 isn't. I guess?
In the case of DEX and AC I would give each class a bonus like the attack roll, that may apply only in specific armour. e.g. Ftr +2 in all armours, Rogue +3 in light, +1 in medium. Those are just numbers pulled out of the air, but you get the idea.
Allied to that, and apart from skills/checks and saves, each ability score does one important thing. So something like this:
STR: modifier applied to damage STR weps (and carrying capacity)
DEX: modifier applied to damage DEX weps
CON: modifier applied to HP and HD
INT: Bonus (only) applied to extra trained Knowledge and Profession skills
WIS: modifier applied to Initiative checks (To me your awareness of the world around is as important in getting off the mark as your hand-eye co-ord, if you want to be fast improved initiative is your friend! - although I accept some may think this is a reach to give WIS something and DEX less

CHA: Mmmm not sure
I'd probably institute the minimum ability score for spell level requirement but at a lower ability scoer than 3E, to stop Archmage Wizards with an INT of 3!
For me this would make your ability score less important because, at the moment with the flat math, ability scores are so very important. With this you can make a heavy sword fighter that keeps up with a 13 STR, he may not do as much damage but he will hit as often.
So what think the boards?
Last edited: