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Mearls: Abilities as the core?
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<blockquote data-quote="FreeTheSlaves" data-source="post: 5617449" data-attributes="member: 9952"><p>I like the idea of ability scores being the core but...</p><p></p><p>- All six stats should matter, noone should be able to dump without noticeable effect, but on the flip side, average stats shouldn't be punishing - that's the domain of low stats.</p><p></p><p>- The point buy/default array/rolling method should generate stats that give enough without giving too much. MAD is the enemy, it's ok to have a prime stat requirement and 3-4 other stats that appeal to your character build, but too many must-have demands wear thin.</p><p></p><p>- Stats should be grounded in the role play world where the 3-18 range, with 9-12 being common exist. The problem I find is trying to get my head around what a monsters stats are when they've got most stats out of that range or simply an attribute that jars (3.0E hill giant's 17cha & 4E 19str hobgoblin soldier). I want to be able to glance at the monsters stats and go "a-ha, this monster is really good at X & Y, but Z looks a weakness.</p><p></p><p>- There should be reasonable ground between giving diminishing returns for high stats and building up lower stats. Too often the stat bump goes into the highest stat as it rewards disproportionately, but tone it down a bit and tone up boosting the lower stats could create a bit of choice in the matter.</p><p></p><p>- Set a moderate baseline and simply let high stats bring reward. Tying the baseline to a steadily increasing main attribute which is gobbling the stat bumps knocks the choice out of the matter and means secondary stats fall badly behind the baseline as each level passes.</p><p></p><p>- Ability modifiers need a serious rein in. 2E modifiers started too high (15+) but apart from high percentile strength, were largely about right. The 3E/4E thing where you can get something approaching +10 to hit from stats alone is way too much. Accuracy modifiers should be 1/2 to a 1/3 of this.</p><p></p><p>- 1st level stat distribution should model the stats throughout the career, the high str low int fighter should largely stay that way right through to 20th/30th level. It would be fine to allow a character to change this in a minor way through investment however.</p><p></p><p>I wonder if the stats should have inherent powers like in 1E/2E rather than being a source of modifier like in 3E/4E? I think I'd rather the former approach.</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 5617449, member: 9952"] I like the idea of ability scores being the core but... - All six stats should matter, noone should be able to dump without noticeable effect, but on the flip side, average stats shouldn't be punishing - that's the domain of low stats. - The point buy/default array/rolling method should generate stats that give enough without giving too much. MAD is the enemy, it's ok to have a prime stat requirement and 3-4 other stats that appeal to your character build, but too many must-have demands wear thin. - Stats should be grounded in the role play world where the 3-18 range, with 9-12 being common exist. The problem I find is trying to get my head around what a monsters stats are when they've got most stats out of that range or simply an attribute that jars (3.0E hill giant's 17cha & 4E 19str hobgoblin soldier). I want to be able to glance at the monsters stats and go "a-ha, this monster is really good at X & Y, but Z looks a weakness. - There should be reasonable ground between giving diminishing returns for high stats and building up lower stats. Too often the stat bump goes into the highest stat as it rewards disproportionately, but tone it down a bit and tone up boosting the lower stats could create a bit of choice in the matter. - Set a moderate baseline and simply let high stats bring reward. Tying the baseline to a steadily increasing main attribute which is gobbling the stat bumps knocks the choice out of the matter and means secondary stats fall badly behind the baseline as each level passes. - Ability modifiers need a serious rein in. 2E modifiers started too high (15+) but apart from high percentile strength, were largely about right. The 3E/4E thing where you can get something approaching +10 to hit from stats alone is way too much. Accuracy modifiers should be 1/2 to a 1/3 of this. - 1st level stat distribution should model the stats throughout the career, the high str low int fighter should largely stay that way right through to 20th/30th level. It would be fine to allow a character to change this in a minor way through investment however. I wonder if the stats should have inherent powers like in 1E/2E rather than being a source of modifier like in 3E/4E? I think I'd rather the former approach. [/QUOTE]
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