Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Removing Bonuses from Ability Scores
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="N'raac" data-source="post: 6072270" data-attributes="member: 6681948"><p>Herzog, while I'm quoting you for context, most of my discussion is directed at the OP rather than you.</p><p></p><p></p><p></p><p>To me, a bonus or penalty of +1/-1 is not overly granular. Even a 4 point difference changes the probability of success by only 20%. The smaller the bonuses, the greater the impact of the dice rolled. Now, if you change the basis for rolling, you can make a 1 point difference more relevant. For example, if you need to roll 11+ on d20 to succeed, a +1 bonus or penalty changes that success chance to 55% or 45%, respectively. If, instead, you roll 3d6, and need an 11+ to succeed (50% likely), a +1 bonus makes you 62.5% likely to succeed, and a -1 penalty drops you to 37.5%.</p><p></p><p>This is pretty easy to change by changing the bonus. If you want natural aptitude (high stat score) to be relatively insignificant, stick with +1 for each attribute assigned. If you want it to be more important, make the bonus higher - +2 or +4 for each attribute assigned ;eaves the same customization, but more importance to that natural aptitude for the areas to which it is applied.</p><p></p><p></p><p></p><p>I find it odd to say that a major problem with feats is that non-combat feats are rarely selected, then provide players with a choice of combat or non-combat attribute bonuses. Why would they pick the non-combat bonuses for attributes if they don't pick them for feats? </p><p></p><p>Practically, campaign style determines the utility of many feats. If my game focuses largely on combat, and everything else is just the fluff to lead the PC's from one combat to the next, noncombat feats seem pretty unexciting. If my game is less about combat and more about intrigue, investigation and interaction, then those skills become a lot more relevant to success or failure, and feats to enhance them will be selected more. Feats are a limited resource. No player, IMO, wants to look at his character sheet and think "I forgot I had that feat - I haven't used in in two levels since I selected it."</p><p></p><p>I forget where I read the suggestion of assessing your GM's game style with the example that, if your GM likes to use a lot of Giant-type opponents, get Power Attack, since Giants have poor AC and high hp for their challenge rating. If your GM really likes creatures with relatively high AC's and low hp, maybe you're better off with Greater Weapon Focus, since a bonus to hit is more relevant than a bonus to damage in that game.</p><p></p><p></p><p></p><p>Completely tangential, but I've often thought it would be interesting to set 0-1 as +0, 2-3 as +1, etc. Everyone gets an extra +5 to hit, to damage, etc. Of course, everyone also gets an extra +5 DEX bonus to AC, a +5 hp/die bonus, etc. Some extra work would be needed to ensure all tasks increase in difficulty by 5 points, but it's across the board. But this means players are always choosing how large a bonus characters get, not avoiding a penalty. While the math is unchanged, the psychology is very different for some players.</p><p></p><p></p><p></p><p>For melee combatants, STR attributes will always go first to To Hit and/or Damage. For wizards, not so much. Again the theory that this reduces character similarity doesn't ring true. If I'm trying to min/max a warrior, why would I not (remembering OP comment that all stats feed to saves):</p><p></p><p> - take 16 STR and put bonuses to melee attack and damage, and saves</p><p> - take 16 DEX with bonuses to ranged attack, AC and saves</p><p> - take 14 CON with bonus to hp and saves</p><p> - take 12 INT, WIS and CHA, with all bonuses to saves</p><p></p><p>What has this character lost in combat? Now, maybe he has to sacrifice one or more saves because that stat array is too high. If he has to tank one stat, then it will probably be INT, WIS or CHA and, having lost the save bonus, drop it to 8 (or less) and put the negative(s) on skills (or other elements not affecting combat)?</p><p></p><p>And all the fighters still look the same, just different from fighters under the current model. If he doesn't care about skills, only combat, no rejuggling of the combat/noncombat choices will encourage him to take skill bonuses over combat bonuses.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6072270, member: 6681948"] Herzog, while I'm quoting you for context, most of my discussion is directed at the OP rather than you. To me, a bonus or penalty of +1/-1 is not overly granular. Even a 4 point difference changes the probability of success by only 20%. The smaller the bonuses, the greater the impact of the dice rolled. Now, if you change the basis for rolling, you can make a 1 point difference more relevant. For example, if you need to roll 11+ on d20 to succeed, a +1 bonus or penalty changes that success chance to 55% or 45%, respectively. If, instead, you roll 3d6, and need an 11+ to succeed (50% likely), a +1 bonus makes you 62.5% likely to succeed, and a -1 penalty drops you to 37.5%. This is pretty easy to change by changing the bonus. If you want natural aptitude (high stat score) to be relatively insignificant, stick with +1 for each attribute assigned. If you want it to be more important, make the bonus higher - +2 or +4 for each attribute assigned ;eaves the same customization, but more importance to that natural aptitude for the areas to which it is applied. I find it odd to say that a major problem with feats is that non-combat feats are rarely selected, then provide players with a choice of combat or non-combat attribute bonuses. Why would they pick the non-combat bonuses for attributes if they don't pick them for feats? Practically, campaign style determines the utility of many feats. If my game focuses largely on combat, and everything else is just the fluff to lead the PC's from one combat to the next, noncombat feats seem pretty unexciting. If my game is less about combat and more about intrigue, investigation and interaction, then those skills become a lot more relevant to success or failure, and feats to enhance them will be selected more. Feats are a limited resource. No player, IMO, wants to look at his character sheet and think "I forgot I had that feat - I haven't used in in two levels since I selected it." I forget where I read the suggestion of assessing your GM's game style with the example that, if your GM likes to use a lot of Giant-type opponents, get Power Attack, since Giants have poor AC and high hp for their challenge rating. If your GM really likes creatures with relatively high AC's and low hp, maybe you're better off with Greater Weapon Focus, since a bonus to hit is more relevant than a bonus to damage in that game. Completely tangential, but I've often thought it would be interesting to set 0-1 as +0, 2-3 as +1, etc. Everyone gets an extra +5 to hit, to damage, etc. Of course, everyone also gets an extra +5 DEX bonus to AC, a +5 hp/die bonus, etc. Some extra work would be needed to ensure all tasks increase in difficulty by 5 points, but it's across the board. But this means players are always choosing how large a bonus characters get, not avoiding a penalty. While the math is unchanged, the psychology is very different for some players. For melee combatants, STR attributes will always go first to To Hit and/or Damage. For wizards, not so much. Again the theory that this reduces character similarity doesn't ring true. If I'm trying to min/max a warrior, why would I not (remembering OP comment that all stats feed to saves): - take 16 STR and put bonuses to melee attack and damage, and saves - take 16 DEX with bonuses to ranged attack, AC and saves - take 14 CON with bonus to hp and saves - take 12 INT, WIS and CHA, with all bonuses to saves What has this character lost in combat? Now, maybe he has to sacrifice one or more saves because that stat array is too high. If he has to tank one stat, then it will probably be INT, WIS or CHA and, having lost the save bonus, drop it to 8 (or less) and put the negative(s) on skills (or other elements not affecting combat)? And all the fighters still look the same, just different from fighters under the current model. If he doesn't care about skills, only combat, no rejuggling of the combat/noncombat choices will encourage him to take skill bonuses over combat bonuses. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Removing Bonuses from Ability Scores
Top