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*Dungeons & Dragons
Hypothetical: D&D without ability scores (or bonuses)
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<blockquote data-quote="Tigris" data-source="post: 9843161" data-attributes="member: 7043270"><p>Humans are bad at feeling probabilities ehich are smaller than 10% even 10% is mostly still too small. Thats why in computer games liek XCom you hit with 100% if 95% is displayed.</p><p></p><p>Why? 3 is enough to differentiate them and to make sure they dont really have overlap. And even 5e only really have 3, and then some rare spells using the other ones because they had this bad idea.</p><p></p><p>The editions prior have just 3. reflex, fortitude, and will and it works well and you can feel a +2 in will, because it comes up often enough. And if you dont have ability scores than there is even less reason for 6.</p><p></p><p>If only 50% of attacks are magic and target not ac but a save, and then if they are equally distributed, having 12 saves just means all of them rarely come up and it feels not worth to invest in a save. (Even with just 3 this was a bit a problem)</p><p></p><p>Also with just 3 its easier to have clearly differentiated effects. "I dont want to be controlled so I invest in will". But with 6 xou most likely can be controlled with wisdom and cha save.</p><p></p><p>Sure 4 can also work if you find some good 4th one to be different to the other 3s.</p><p></p><p>And also the goal is to "feel like D&D while leaving away ability scores" so having the classical 3 and not pseudo ability svores as saves just fulfills this goal better.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9843161, member: 7043270"] Humans are bad at feeling probabilities ehich are smaller than 10% even 10% is mostly still too small. Thats why in computer games liek XCom you hit with 100% if 95% is displayed. Why? 3 is enough to differentiate them and to make sure they dont really have overlap. And even 5e only really have 3, and then some rare spells using the other ones because they had this bad idea. The editions prior have just 3. reflex, fortitude, and will and it works well and you can feel a +2 in will, because it comes up often enough. And if you dont have ability scores than there is even less reason for 6. If only 50% of attacks are magic and target not ac but a save, and then if they are equally distributed, having 12 saves just means all of them rarely come up and it feels not worth to invest in a save. (Even with just 3 this was a bit a problem) Also with just 3 its easier to have clearly differentiated effects. "I dont want to be controlled so I invest in will". But with 6 xou most likely can be controlled with wisdom and cha save. Sure 4 can also work if you find some good 4th one to be different to the other 3s. And also the goal is to "feel like D&D while leaving away ability scores" so having the classical 3 and not pseudo ability svores as saves just fulfills this goal better. [/QUOTE]
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