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One Thing That AD&D Got Right
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<blockquote data-quote="steenan" data-source="post: 5223250" data-attributes="member: 23240"><p>Stat increases can be a good thing if the rest of the system is built to be consistent with it. Two important questions are what exactly do the stats represent and how they affect tests during a game.</p><p></p><p>If we focus on the specific example of D&D, I agree that increasing stats is not a good idea. There are several reasons for it:</p><p>1. The advancement is already represented by other things (BAB and skill ranks in 3e, half level bonuses to everything in 4e). Increasing stats make it redundant.</p><p>2. Each class has a narrow focus, making only 2 or 3 stats useful 99% of time. This encourages increasing high stats and ignoring low ones, making the spread greater with all problems that come from it.</p><p>3. While high stats are harder to get at character creation, the difficulty of increasing them in game does not depend on stat value. It leads to the same issue as point 2.</p><p>4. Nearly nothing depends on the stats alone. Because of that, the stats by themselves have no meaning. It's impossible to tell what given value of a stat represents, because in-game events would contradict it. That's an argument for removing stats completely, not only for not increasing them.</p></blockquote><p></p>
[QUOTE="steenan, post: 5223250, member: 23240"] Stat increases can be a good thing if the rest of the system is built to be consistent with it. Two important questions are what exactly do the stats represent and how they affect tests during a game. If we focus on the specific example of D&D, I agree that increasing stats is not a good idea. There are several reasons for it: 1. The advancement is already represented by other things (BAB and skill ranks in 3e, half level bonuses to everything in 4e). Increasing stats make it redundant. 2. Each class has a narrow focus, making only 2 or 3 stats useful 99% of time. This encourages increasing high stats and ignoring low ones, making the spread greater with all problems that come from it. 3. While high stats are harder to get at character creation, the difficulty of increasing them in game does not depend on stat value. It leads to the same issue as point 2. 4. Nearly nothing depends on the stats alone. Because of that, the stats by themselves have no meaning. It's impossible to tell what given value of a stat represents, because in-game events would contradict it. That's an argument for removing stats completely, not only for not increasing them. [/QUOTE]
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