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Mearls: Abilities as the core?
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<blockquote data-quote="Kaodi" data-source="post: 5613911" data-attributes="member: 1231"><p>I think it is kind of incoherent for a system that models some skills with level based classes that many other skills would be just dependent on your natural abilities. </p><p></p><p>Now, one way you could eliminate this incoherence is by eliminating classes and levels, and just make everything dependant on abilities. If you have a Str 13 Dex 12 Con 10 Int 14 Wis 15 Cha 8 you can hit things so hard, dodge things things so well, take hits like the average guy, cast 4th level arcane spells and 5th level divine spells, and suck at persuading people. </p><p></p><p>If you do not want a system that allows people to potentially cast 8th level spells off the bat, then maybe you have a level system that caps how effective you are at certain things, but not at how much oomph your successes have. So an level 1 character with 18 str would not be able to hit more often than a level 1 character with 10 str, but he would still have a lot more oomph. And you would still need to be level 15 to cast 8th level spells with an 18 Int, but at first level your magic missiles still hurt a lot more than those of a guy with 12 Int. On the other hand, once you got to 5th level, you would both hit better and harder with magic than the guy with 12 Int.</p><p></p><p>In either system, the real mode of progression would be bonuses to abilities. </p><p></p><p>Also, you could have a system where abilities were abstractions themselves. A guy with an 15 in Str is not necessarily stronger than a guy with 10 Str, but he is just more effective at tasks which are associated with Str. Dragon Fist does something like this already with stunt dice. You can have a terrible strength score, but your associated stunt, called might, can have a really high die type if you but all your increases into it. </p><p></p><p>And if you take that abstraction to a more logical conclusion, you might ditch the current "ability" scores (which once upon a time were more properly called attributes, were they not?) and simple go with ability scores called Melee Combat, Ranged Combat, Athletics, Fortitude, Reflex, Arcane Magic, Divine Magic, Persuasion, Willpower, and Skill which covered pretty much everything you would need for a simple system. If you wanted to expand it, then maybe you do it is the same way that sub-attributes used to be done: Melee Combat might have Attack and Defence subcategories, while Skill might have Profession and Knowledge subcategories. </p><p></p><p>Maybe I should run with that.</p></blockquote><p></p>
[QUOTE="Kaodi, post: 5613911, member: 1231"] I think it is kind of incoherent for a system that models some skills with level based classes that many other skills would be just dependent on your natural abilities. Now, one way you could eliminate this incoherence is by eliminating classes and levels, and just make everything dependant on abilities. If you have a Str 13 Dex 12 Con 10 Int 14 Wis 15 Cha 8 you can hit things so hard, dodge things things so well, take hits like the average guy, cast 4th level arcane spells and 5th level divine spells, and suck at persuading people. If you do not want a system that allows people to potentially cast 8th level spells off the bat, then maybe you have a level system that caps how effective you are at certain things, but not at how much oomph your successes have. So an level 1 character with 18 str would not be able to hit more often than a level 1 character with 10 str, but he would still have a lot more oomph. And you would still need to be level 15 to cast 8th level spells with an 18 Int, but at first level your magic missiles still hurt a lot more than those of a guy with 12 Int. On the other hand, once you got to 5th level, you would both hit better and harder with magic than the guy with 12 Int. In either system, the real mode of progression would be bonuses to abilities. Also, you could have a system where abilities were abstractions themselves. A guy with an 15 in Str is not necessarily stronger than a guy with 10 Str, but he is just more effective at tasks which are associated with Str. Dragon Fist does something like this already with stunt dice. You can have a terrible strength score, but your associated stunt, called might, can have a really high die type if you but all your increases into it. And if you take that abstraction to a more logical conclusion, you might ditch the current "ability" scores (which once upon a time were more properly called attributes, were they not?) and simple go with ability scores called Melee Combat, Ranged Combat, Athletics, Fortitude, Reflex, Arcane Magic, Divine Magic, Persuasion, Willpower, and Skill which covered pretty much everything you would need for a simple system. If you wanted to expand it, then maybe you do it is the same way that sub-attributes used to be done: Melee Combat might have Attack and Defence subcategories, while Skill might have Profession and Knowledge subcategories. Maybe I should run with that. [/QUOTE]
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