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L&L: Mike Lays It All Out
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<blockquote data-quote="Ainamacar" data-source="post: 6121952" data-attributes="member: 70709"><p>I proposed my own potential solution (which might suck) in the previous post, but I would like to note that the +1 ability check for odd scores introduces a weird situation where the bonus on attacks/saves/damage is different from that on ability checks, and different only some of the time, and for different ability scores, and which ones are different probably change as the game goes on. So it definitely smooths the progression a bit, but I think it is unfortunately a mess at the table. It at least doubles the complexity of the ability mod rules, and maybe more because it depends not just on the number but on what the character is doing. If I put myself in the shoes of a new player with 12 Str, 15 Dex, 16 Con, 17 Int, 9 Wis, 10 Cha figuring out when to use which bonus seems a bit daunting. My eyes, at least, would be glued to my character sheet so I didn't screw up.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 6121952, member: 70709"] I proposed my own potential solution (which might suck) in the previous post, but I would like to note that the +1 ability check for odd scores introduces a weird situation where the bonus on attacks/saves/damage is different from that on ability checks, and different only some of the time, and for different ability scores, and which ones are different probably change as the game goes on. So it definitely smooths the progression a bit, but I think it is unfortunately a mess at the table. It at least doubles the complexity of the ability mod rules, and maybe more because it depends not just on the number but on what the character is doing. If I put myself in the shoes of a new player with 12 Str, 15 Dex, 16 Con, 17 Int, 9 Wis, 10 Cha figuring out when to use which bonus seems a bit daunting. My eyes, at least, would be glued to my character sheet so I didn't screw up. [/QUOTE]
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L&L: Mike Lays It All Out
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