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General Tabletop Discussion
*Dungeons & Dragons
Making ability scores more about the character concept.
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<blockquote data-quote="The Crimson Binome" data-source="post: 7403296" data-attributes="member: 6775031"><p>The 4E skill system was pretty solid. You could easily replicate it in 5E by letting proficiency apply to all skills, and letting the ability score be the sole difference... if you were still using ability scores. It also doesn't work terribly well under Bounded Accuracy, unless you're okay with high-level characters mostly succeeding at everything (which I am).</p><p></p><p>The big issue with using pseudo- ability scores that <em>only</em> governed skill checks and saving throws is that players might feel compelled to choose certain skills in order to get the good defenses. You still wouldn't get any Fighters with high Intelligence, because Intelligence saves are too rare; instead, everyone would end up with good Dexterity and Wisdom, because they are the most important saves. (Con saves are also important, but it's less appealing since it doesn't have any skills associated with it.)</p><p></p><p>In the game I'm currently working on, I don't have anything like ability scores. I have combat stats that cover big skills like melee, ranged, and magic; and I have general skills, which cover things like Athletics and Perception and Social. There is no Strength stat that governs both melee and Athletics, or Intelligence that covers both magic and Knowledge skills, so you aren't tied to any particular combat role just because you want a particular skill set.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7403296, member: 6775031"] The 4E skill system was pretty solid. You could easily replicate it in 5E by letting proficiency apply to all skills, and letting the ability score be the sole difference... if you were still using ability scores. It also doesn't work terribly well under Bounded Accuracy, unless you're okay with high-level characters mostly succeeding at everything (which I am). The big issue with using pseudo- ability scores that [I]only[/I] governed skill checks and saving throws is that players might feel compelled to choose certain skills in order to get the good defenses. You still wouldn't get any Fighters with high Intelligence, because Intelligence saves are too rare; instead, everyone would end up with good Dexterity and Wisdom, because they are the most important saves. (Con saves are also important, but it's less appealing since it doesn't have any skills associated with it.) In the game I'm currently working on, I don't have anything like ability scores. I have combat stats that cover big skills like melee, ranged, and magic; and I have general skills, which cover things like Athletics and Perception and Social. There is no Strength stat that governs both melee and Athletics, or Intelligence that covers both magic and Knowledge skills, so you aren't tied to any particular combat role just because you want a particular skill set. [/QUOTE]
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