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General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] − Rethinking the Ability Scores
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<blockquote data-quote="Yaarel" data-source="post: 7241218" data-attributes="member: 58172"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6788312" target="_blank">Greenstone.Walker</a></u></strong></em></p><p></p><p>I like the way FFG reduces the abilities, here down to three. But then dividing them back up to make six seems problematic.</p><p></p><p>D&D has been using six abilities for 5 editions, and almost that many decades. The six abilities have never worked. Ever. They have always been wildly unequal in value. And muddled. They need rethinking.</p><p></p><p>For example, FFG Intellect=D&D Intelligence: ‘raw mental power, your memory, your ability to store and recall information and to make long-term plans’. The problem is, this almost never happens in the game. When was the last time anyone rolled an Intelligence check to see if they could ‘make a plan’? It is a mechanically useless definition that has no place in gaming mechanics. Consider how often a person makes a Intelligence saves? Rare. And even these can be better explained using an ability other than Intelligence. Consider the ‘knowledge’ skills, being little more than asking the DM for a hint, which the DM might need to refuse to answer or be forced to divulge regardless of any roll. The D&D Intelligence ability is the opposite of intelligent gaming design.</p><p></p><p>Similarly, where Agility=Dexterity, it is both overpowered and confused. People who are good at shooting a crossbow lack correlation with people who can jump out of a Fireball explosion. People who can leap away are Athletic, with high athletics ratings. People who can sharpshoot a crossbow are Perceptive. In reallife science, the difference is between fine motor skills (cautious precision, relating to knitting) versus gross motor skills (body coordination, relating to gymnastics). Dexterity should never apply to dodge. Athletes dodge, not speed-typists.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7241218, member: 58172"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6788312"]Greenstone.Walker[/URL][/U][/B][/I] I like the way FFG reduces the abilities, here down to three. But then dividing them back up to make six seems problematic. D&D has been using six abilities for 5 editions, and almost that many decades. The six abilities have never worked. Ever. They have always been wildly unequal in value. And muddled. They need rethinking. For example, FFG Intellect=D&D Intelligence: ‘raw mental power, your memory, your ability to store and recall information and to make long-term plans’. The problem is, this almost never happens in the game. When was the last time anyone rolled an Intelligence check to see if they could ‘make a plan’? It is a mechanically useless definition that has no place in gaming mechanics. Consider how often a person makes a Intelligence saves? Rare. And even these can be better explained using an ability other than Intelligence. Consider the ‘knowledge’ skills, being little more than asking the DM for a hint, which the DM might need to refuse to answer or be forced to divulge regardless of any roll. The D&D Intelligence ability is the opposite of intelligent gaming design. Similarly, where Agility=Dexterity, it is both overpowered and confused. People who are good at shooting a crossbow lack correlation with people who can jump out of a Fireball explosion. People who can leap away are Athletic, with high athletics ratings. People who can sharpshoot a crossbow are Perceptive. In reallife science, the difference is between fine motor skills (cautious precision, relating to knitting) versus gross motor skills (body coordination, relating to gymnastics). Dexterity should never apply to dodge. Athletes dodge, not speed-typists. [/QUOTE]
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[Homebrew] − Rethinking the Ability Scores
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