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General Tabletop Discussion
*Dungeons & Dragons
Removing Bonuses from Ability Scores
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<blockquote data-quote="sheadunne" data-source="post: 6071544" data-attributes="member: 27570"><p>I don't believe I have ever said variety of choices were a weak point. I believe I said that variety is a strength (Customization) and a weakness (poor balancing issues). It is a weakness because of feat imbalance. It's less likely someone will choose a feat that has no direct combat usefulness. I love flavor feats and want to save them. By moving the mechanism that allows you to choose those feats (ie not in competition with other feats that are more powerful combat feats). </p><p></p><p>I don't believe I ever said I was reducing feats, I'm just moving them around. A player in my homebrew system would gain more feats not less, they would just be in class abilities and attributes and other areas of the game. </p><p></p><p>I don't believe my communication style was contradictory at all. I think you were looking for something that wasn't there, that I was complaining or attempting to push an agenda, which is common in these threads, but not my intention at all. I'm also not sure how you think our styles are any different. We both favor choice. We both favor a variety of options. All I'm suggesting is reorganizing the mechanism in which people obtain those options, by making meaningful choices and not being limited in those choice selections as the current system encourages (ie through system mastery - Taking skill focus is less beneficial than Power Attack for most fighters). </p><p></p><p>Flattening the math only reduces the granularity available if there are no other choices available. Being able to do something different with a +1 makes for more fine tuning than less. The current ability score system has 0 granularity. Every +4 is the same and doesn't change no matter what you're playing. My intention is for players to choose what that +4 means. That allows, if anything, more fine tuning. The same applies for skills, which now offer no fine tuning. There's no difference from a cleric with an 12 hide and a rogue with a 12 hide. There are no choices to represent what that 12 hide means. If there are choices you can make within the hide skill that allow you to fine tune the use of the skill, even if it means not being generically as good as the current hide skill, isn't that a better option since it allows you to make the character you want to play, rather than a character that by default is good at things you don't imagine them being good at, or poor at things you can't imagine them being bad at (I'm looking at you intimidate!)? </p><p></p><p>By moving feats out of the "feat" category and reorganizing them into other areas of the game, you allow unused feats to become choices rather than forcing players to lose one thing to gain another. I'm going for more choices and less generic, without creating new ability scores and new skills. </p><p></p><p>My question was specifically about ability scores since I wanted feedback on whether changing the system from a flat +4 bonus to a selection method would create issues for playability. Is it too much paperwork or do people like making those types of choices?</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6071544, member: 27570"] I don't believe I have ever said variety of choices were a weak point. I believe I said that variety is a strength (Customization) and a weakness (poor balancing issues). It is a weakness because of feat imbalance. It's less likely someone will choose a feat that has no direct combat usefulness. I love flavor feats and want to save them. By moving the mechanism that allows you to choose those feats (ie not in competition with other feats that are more powerful combat feats). I don't believe I ever said I was reducing feats, I'm just moving them around. A player in my homebrew system would gain more feats not less, they would just be in class abilities and attributes and other areas of the game. I don't believe my communication style was contradictory at all. I think you were looking for something that wasn't there, that I was complaining or attempting to push an agenda, which is common in these threads, but not my intention at all. I'm also not sure how you think our styles are any different. We both favor choice. We both favor a variety of options. All I'm suggesting is reorganizing the mechanism in which people obtain those options, by making meaningful choices and not being limited in those choice selections as the current system encourages (ie through system mastery - Taking skill focus is less beneficial than Power Attack for most fighters). Flattening the math only reduces the granularity available if there are no other choices available. Being able to do something different with a +1 makes for more fine tuning than less. The current ability score system has 0 granularity. Every +4 is the same and doesn't change no matter what you're playing. My intention is for players to choose what that +4 means. That allows, if anything, more fine tuning. The same applies for skills, which now offer no fine tuning. There's no difference from a cleric with an 12 hide and a rogue with a 12 hide. There are no choices to represent what that 12 hide means. If there are choices you can make within the hide skill that allow you to fine tune the use of the skill, even if it means not being generically as good as the current hide skill, isn't that a better option since it allows you to make the character you want to play, rather than a character that by default is good at things you don't imagine them being good at, or poor at things you can't imagine them being bad at (I'm looking at you intimidate!)? By moving feats out of the "feat" category and reorganizing them into other areas of the game, you allow unused feats to become choices rather than forcing players to lose one thing to gain another. I'm going for more choices and less generic, without creating new ability scores and new skills. My question was specifically about ability scores since I wanted feedback on whether changing the system from a flat +4 bonus to a selection method would create issues for playability. Is it too much paperwork or do people like making those types of choices? [/QUOTE]
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