GreatLemur
Explorer
Isn't that like saying that all hitpoints and all damage mechanics should be doubled, because that would give us additional granularity on the occasions when a character is brought down to 1 HP by an attack that does an odd number of points of damage?Lord Zardoz said:It is different in as much as hitting 0 Str will render you helpless. If the next hit does 12 Str damage, than that single point of difference is reasonably significant.
I'm just not really seeing any benefits to a situation where you have 3-18 points in an ability score, and as you gain or lose points from that score, you maybe lose ability modifier points, or maybe lose other things. An alternative in which the same overall balance is maintained, only you know you're going to lose modifier points every time your score drops, and which makes more immediate and intuities sense . . . just seems like a vast improvement, to me.
I've been introducing new players to D&D, lately, so this kind of thing matters to me. Telling them things like "Okay, this effect adds +3 to your Strength, so your damage bonus increases by +1 if you've got an even number in that score, or +2 if you've got an odd number." is a pain for all involved.
And that wouldn't be achieved by the understanding that a +0 modifier is very common while a -4 or +4 is very rare? I'd actually think the probability curve is a little easier to visualize with fewer values in it.Lord Zardoz said:While anyone who uses point buy is not going to roll stats very often, we still need the baseline for what average is so that when your PC's surprise you getting an unstatted NPC involved in something, its nice to know what the base average range for a given ability would be.