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General Tabletop Discussion
*Dungeons & Dragons
Removing Bonuses from Ability Scores
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<blockquote data-quote="Greenfield" data-source="post: 6069010" data-attributes="member: 6669384"><p>Sounds like a solution in search of a problem.</p><p></p><p>Once upon a time, Champions allowed someone to take "negative levels" as a limitation to a weapon. Think of Thor's hammer, which mythology describes as being so badly balanced that only someone of immense strength could lift or wield it.</p><p></p><p>The classic abuse was to build a weapon and stack it with a few thousand negative levels, making it almost impossible to hit with. The points one could reap from this were essentially unlimited, of course, and one could apply them wherever they liked, according to the rules. So you have a weapon you can't hit with and lots of points to put in other things. The final, winning move was to leave the weapon at home, and just take the bennies it gave you in everything else.</p><p></p><p>That's kind of what I'm seeing here. I'll take all the negative attributes you want to hand me and apply them to something like underwater basket weaving, while taking the corresponding benefits and putting them in places I'll actually use them.</p><p></p><p>Under your system a guy with an 18 strength doesn't do any better in feats of strength than a guy with an 8.</p><p></p><p>Pardon my crassness, but this sounds like a really bad idea. It doesn't "flatten the math" (if you mean "simplify"), it just shifts the complexity around.</p><p></p><p>And it's not like it's really all that complex. Right now my character sheet shows a skill name, the associated attribute, the skill ranks, the attribute bonus, a column for other bonuses such as synergy or racial modifiers, and a final total for my bonus. All the "complexity" is handled off screen, when I choose my skill points.</p><p></p><p>In play, I look at my total bonus, roll a dice, and add the two together. Simple as 2+2 (or in some cases, D20 +7).</p><p></p><p>For each weapon I list the weapon name, the total bonus to hit (which includes BAB, magic, feat modifiers and attribute modifiers), the damage (which again includes base dice plus any magic, attribute or feat modifiers), the reach or range, the type (slash, pierce, bludg, etc), and any notes on the weapon's special abilities or properties (Adamantine, silver, whatever). </p><p></p><p>In play, I roll a D20, add the bonus listed and I'm done. If I get to roll again because of iterative attacks, I just roll again, add the total bonus and subtract the penalty. Easy as 2+2-5. </p><p></p><p>Do the paperwork in advance (preferably with a good spreadsheet or character generator) and there's no complex math to flatten.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6069010, member: 6669384"] Sounds like a solution in search of a problem. Once upon a time, Champions allowed someone to take "negative levels" as a limitation to a weapon. Think of Thor's hammer, which mythology describes as being so badly balanced that only someone of immense strength could lift or wield it. The classic abuse was to build a weapon and stack it with a few thousand negative levels, making it almost impossible to hit with. The points one could reap from this were essentially unlimited, of course, and one could apply them wherever they liked, according to the rules. So you have a weapon you can't hit with and lots of points to put in other things. The final, winning move was to leave the weapon at home, and just take the bennies it gave you in everything else. That's kind of what I'm seeing here. I'll take all the negative attributes you want to hand me and apply them to something like underwater basket weaving, while taking the corresponding benefits and putting them in places I'll actually use them. Under your system a guy with an 18 strength doesn't do any better in feats of strength than a guy with an 8. Pardon my crassness, but this sounds like a really bad idea. It doesn't "flatten the math" (if you mean "simplify"), it just shifts the complexity around. And it's not like it's really all that complex. Right now my character sheet shows a skill name, the associated attribute, the skill ranks, the attribute bonus, a column for other bonuses such as synergy or racial modifiers, and a final total for my bonus. All the "complexity" is handled off screen, when I choose my skill points. In play, I look at my total bonus, roll a dice, and add the two together. Simple as 2+2 (or in some cases, D20 +7). For each weapon I list the weapon name, the total bonus to hit (which includes BAB, magic, feat modifiers and attribute modifiers), the damage (which again includes base dice plus any magic, attribute or feat modifiers), the reach or range, the type (slash, pierce, bludg, etc), and any notes on the weapon's special abilities or properties (Adamantine, silver, whatever). In play, I roll a D20, add the bonus listed and I'm done. If I get to roll again because of iterative attacks, I just roll again, add the total bonus and subtract the penalty. Easy as 2+2-5. Do the paperwork in advance (preferably with a good spreadsheet or character generator) and there's no complex math to flatten. [/QUOTE]
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Removing Bonuses from Ability Scores
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