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Mearls: Abilities as the core?
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<blockquote data-quote="I'm A Banana" data-source="post: 5617488" data-attributes="member: 2067"><p>There's a hidden suggestion here in mearls's article:</p><p></p><p>How much complexity <em>do you want</em>?</p><p></p><p>If all you want is the simplest D&D you can have, ability scores can do that. It's quick, it's easy, it requires six stats, and you're good to go. </p><p></p><p>In fact, if we go back to mearls's list of "core D&D mechanical elements," you have:</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Armor Class as the basic representation of a character’s defense</strong> = Dexterity Score</li> <li data-xf-list-type="ul"> <strong>Alignment (Law v. Chaos, Good v. Evil) as a personal ethos and a force in the universe</strong>: Add on top of your six ability scores.</li> <li data-xf-list-type="ul"> <strong>Attack rolls made using a d20, with higher rolls better than lower ones</strong>: 1d20+Strength Bonus vs. Dexterity Score.</li> <li data-xf-list-type="ul"> <strong>Classes as the basic framework for what a character can do</strong>: Fighter = +2 Strength and Con; Cleric = +2 Wisdom and Cha; Thief = +2 Dex and Int; Wizard = +2 Int and Wis. (Dwarf = +2 Wis/Con; Elf = +2 Dex/Cha; Halfling = +2 Wis/Cha; Gnome = +2 Int/Dex)</li> <li data-xf-list-type="ul"> <strong>Damage rolls to determine how badly a spell or attack hurts you</strong>: Perhaps assigned by class. Fighter = 1d10; Cleric = 1d6; Thief = 1d8; Wizard = 1d4.</li> <li data-xf-list-type="ul"> <strong>Gold pieces as the standard currency for treasure</strong>. Duh.</li> <li data-xf-list-type="ul"> <strong>Hit dice or level as the basic measure of a monster’s power.</strong> Monsters have the six scores, and theirs raise with level, too.</li> <li data-xf-list-type="ul"> <strong>Hit points as a measure of your ability to absorb punishment, with more powerful characters and creatures gaining more of them.</strong>. HP = Con score</li> <li data-xf-list-type="ul"> <strong>Levels and experience points as a measure of power and a mechanic that lets characters become more powerful over time.</strong>. All Ability scores go up with level.</li> <li data-xf-list-type="ul"> <strong>Magic items such as +1 swords as a desirable form of treasure.</strong> Add directly to your d20 roll or to your ability score.</li> <li data-xf-list-type="ul"> <strong>Rolling initiative at the start of a battle to determine who acts first.</strong>: 1d20+Dexterity mod</li> <li data-xf-list-type="ul"> <strong>Saving throws as a mechanic for evading danger.</strong> 1d20+relevant ability mod</li> <li data-xf-list-type="ul"> <strong>"Fire-and-forget” magic, with spellcasters expending a spell when casting it.</strong>: Spells are magic items (Fighter gets a +1 sword, thief gets +1 bow, wizard gets Magic Missile spell, cleric gets Cure Light Wounds spell). </li> <li data-xf-list-type="ul"> <strong>Exploration and Character Development</strong>: This is sort of the physical/mental ability score divide. Str/Dex/Con helps you explore new areas, Int/Wis/Cha helps you form connections to NPC's and organizations.</li> </ul><p></p><p>Of course, a lot of people <strong>WANT</strong> more complexity than that. At least, in certain areas. They want character abilities that can help define who they are, and what they can do, as they gain levels. They want specific game elements to use, to declare "<em>THIS HAPPENS</em>", be it a spell, an attack, or some sort of skill check.</p><p></p><p>Of course, the basic framework of the Powers system can be used for that.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5617488, member: 2067"] There's a hidden suggestion here in mearls's article: How much complexity [I]do you want[/I]? If all you want is the simplest D&D you can have, ability scores can do that. It's quick, it's easy, it requires six stats, and you're good to go. In fact, if we go back to mearls's list of "core D&D mechanical elements," you have: [LIST] [*] [B]Armor Class as the basic representation of a character’s defense[/B] = Dexterity Score [*] [B]Alignment (Law v. Chaos, Good v. Evil) as a personal ethos and a force in the universe[/B]: Add on top of your six ability scores. [*] [B]Attack rolls made using a d20, with higher rolls better than lower ones[/B]: 1d20+Strength Bonus vs. Dexterity Score. [*] [B]Classes as the basic framework for what a character can do[/B]: Fighter = +2 Strength and Con; Cleric = +2 Wisdom and Cha; Thief = +2 Dex and Int; Wizard = +2 Int and Wis. (Dwarf = +2 Wis/Con; Elf = +2 Dex/Cha; Halfling = +2 Wis/Cha; Gnome = +2 Int/Dex) [*] [B]Damage rolls to determine how badly a spell or attack hurts you[/B]: Perhaps assigned by class. Fighter = 1d10; Cleric = 1d6; Thief = 1d8; Wizard = 1d4. [*] [B]Gold pieces as the standard currency for treasure[/B]. Duh. [*] [B]Hit dice or level as the basic measure of a monster’s power.[/B] Monsters have the six scores, and theirs raise with level, too. [*] [B]Hit points as a measure of your ability to absorb punishment, with more powerful characters and creatures gaining more of them.[/B]. HP = Con score [*] [B]Levels and experience points as a measure of power and a mechanic that lets characters become more powerful over time.[/B]. All Ability scores go up with level. [*] [B]Magic items such as +1 swords as a desirable form of treasure.[/B] Add directly to your d20 roll or to your ability score. [*] [B]Rolling initiative at the start of a battle to determine who acts first.[/B]: 1d20+Dexterity mod [*] [B]Saving throws as a mechanic for evading danger.[/B] 1d20+relevant ability mod [*] [B]"Fire-and-forget” magic, with spellcasters expending a spell when casting it.[/B]: Spells are magic items (Fighter gets a +1 sword, thief gets +1 bow, wizard gets Magic Missile spell, cleric gets Cure Light Wounds spell). [*] [B]Exploration and Character Development[/B]: This is sort of the physical/mental ability score divide. Str/Dex/Con helps you explore new areas, Int/Wis/Cha helps you form connections to NPC's and organizations. [/LIST] Of course, a lot of people [B]WANT[/B] more complexity than that. At least, in certain areas. They want character abilities that can help define who they are, and what they can do, as they gain levels. They want specific game elements to use, to declare "[I]THIS HAPPENS[/I]", be it a spell, an attack, or some sort of skill check. Of course, the basic framework of the Powers system can be used for that. [/QUOTE]
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