I have been working on getting rid of feats. I have integrated some into skills, most into class abilities and archtypes, and a few more are now being integrated into ability scores (I'm calling the ability score feats, attributes.)
The intention is to remove ability score bonuses from the game and flatten the math a little (not as significantly as 5e is trying to do, but enough so the numbers to get out of control).
I'm in the camp that believes ability scores represent potential and not actual ability. If you have a high strength score, it doesn't mean that you can swim better, only that you have the potential to swim better. In this regard, the flat bonuses from ability scores don't make sense. I am instead creating a system whereby players choose attributes instead of gaining a flat bonus.
Example
If you have an 18 strength, you gain 4 attributes
If you have an 8 strength, you gain 1 negative attribute.
These attributes will be similar to many feats that currently exist such as Iron Will, Nimble, etc, and the negative attributes will pretty much be the reverse of those types of feats.
Players will never increase in their raw ability score but they can gain and lose attributes.
Races that gain ability score modifiers will instead gain bonus attributes or negative attributes.
Example
A halfling will gain 1 negative strength attribute instead of the -2 to strength. If the halfling has a 14 strength (2 attributes) she would instead gain 1 attribute.
An elf will gain 1 dexterity attribute instead of the +2 to dexterity. If the elf has a 14 dexterity (2 attributes) she would instead gain 3 attributes.
When characters gain levels they no long increase their ability score, but instead gain attributes which can be used to select a new attribute or remove a negative attribute. The halfling finally gains enough experience to be a good swimmer and removes his "sink like a stone" negative strength attribute.
Spells that would normally increase a characters ability scores (such as bull strength) would instead give a flat monstrous attribute such as Hulking (gain +4 damage) or something like that (still in progress). Magical items would function the same way.
Creatures/monsters would still have high ability scores and also a separate array of attributes that would reflect the creature more accurately. These attributes would be accessible to players only through spells and magic items.
A player cannot select the same attribute multiple times. This will limited the bonus gained from strength to +1 to hit. Two similar characters with the same strength score may have completely different attributes to better reflect what type of strength the character has. Are they a weight lifter? A smasher? An olympic climber?
I have also expanded saving throws to include all 6 ability scores and have been reworked to not rely on ability score modifiers (although some attributes may raise your ability score).
Are there potential issues with this system other than being more fiddly?
It has never sat well with me that a character can have a 39 strength.
The intention is to remove ability score bonuses from the game and flatten the math a little (not as significantly as 5e is trying to do, but enough so the numbers to get out of control).
I'm in the camp that believes ability scores represent potential and not actual ability. If you have a high strength score, it doesn't mean that you can swim better, only that you have the potential to swim better. In this regard, the flat bonuses from ability scores don't make sense. I am instead creating a system whereby players choose attributes instead of gaining a flat bonus.
Example
If you have an 18 strength, you gain 4 attributes
If you have an 8 strength, you gain 1 negative attribute.
These attributes will be similar to many feats that currently exist such as Iron Will, Nimble, etc, and the negative attributes will pretty much be the reverse of those types of feats.
Players will never increase in their raw ability score but they can gain and lose attributes.
Races that gain ability score modifiers will instead gain bonus attributes or negative attributes.
Example
A halfling will gain 1 negative strength attribute instead of the -2 to strength. If the halfling has a 14 strength (2 attributes) she would instead gain 1 attribute.
An elf will gain 1 dexterity attribute instead of the +2 to dexterity. If the elf has a 14 dexterity (2 attributes) she would instead gain 3 attributes.
When characters gain levels they no long increase their ability score, but instead gain attributes which can be used to select a new attribute or remove a negative attribute. The halfling finally gains enough experience to be a good swimmer and removes his "sink like a stone" negative strength attribute.
Spells that would normally increase a characters ability scores (such as bull strength) would instead give a flat monstrous attribute such as Hulking (gain +4 damage) or something like that (still in progress). Magical items would function the same way.
Creatures/monsters would still have high ability scores and also a separate array of attributes that would reflect the creature more accurately. These attributes would be accessible to players only through spells and magic items.
A player cannot select the same attribute multiple times. This will limited the bonus gained from strength to +1 to hit. Two similar characters with the same strength score may have completely different attributes to better reflect what type of strength the character has. Are they a weight lifter? A smasher? An olympic climber?
I have also expanded saving throws to include all 6 ability scores and have been reworked to not rely on ability score modifiers (although some attributes may raise your ability score).
Are there potential issues with this system other than being more fiddly?
It has never sat well with me that a character can have a 39 strength.