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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Should classes have primary 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="Bill Zebub" data-source="post: 8783723" data-attributes="member: 7031982"><p>I played around with the idea of Dexterity only contributing to attack rolls, and Strength only contributing to damage. I generated some graphs showing every combination with modifiers totally +5 (e.g. Str 10/Dex 20, Str 14/Dex 16, etc.), vs. AC that ranges from 10 to 20.</p><p></p><p>In general, and unsurprisingly, Strength was more important against low ACs, and Dex against high ACs. Other unsurprising takeaways:</p><p> - Increasing PB was equivalent to lowering AC (i.e., it benefits Str builds more than Dex builds)</p><p> - The break-even point between Str and Dex shifts in favor of Dex with 2H weapons (because the bonus damage is a lower % of base damage)</p><p></p><p>(It should be obvious that increased +hit has diminishing returns, whereas +dmg does not, except in the sense of overkilling enemies.)</p><p></p><p>Two other things I played with:</p><p> - Minimum strength of 13 for wielding a 1d8 weapon one-handed, and I added a new category of 1d10 weapons with Str 17+. (One thing I liked about this is that it gave something to odd scores.)</p><p> - Increased Crit range with high Dex. I both tried a tiered thing like the above, and also just a Crit range of 20 - Dex mod.</p><p></p><p>Both of those changes shifted around the graphs and had the sort of impacts you would expect, but nothing that really shook things up.</p><p></p><p>The most interesting takeaway is that in many cases the optimum setup was a blend of Str and Dex. E.g., depending on armor class and which of the optional rules I added, sometimes 16/14 or 14/16 outperformed either 10/20 or 20/10. Which is kinda cool. I mean, you <em>should</em> be able to build your character the way you like, without feeling like you have to maximize a particular stat.</p><p></p><p>BUT....</p><p></p><p>If ultimately it doesn't matter which blend of stats you take, doesn't that make the choice as meaningless...from a game design perspective...as if you have to maximize one over the other?</p><p></p><p>So really this experiment just pushed me more toward the conclusion that attributes are poor game design, unless you are going old school and rolling dice for stats, in order. As soon as you make ability scores a player choice it becomes meaningless. IMO.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 8783723, member: 7031982"] I played around with the idea of Dexterity only contributing to attack rolls, and Strength only contributing to damage. I generated some graphs showing every combination with modifiers totally +5 (e.g. Str 10/Dex 20, Str 14/Dex 16, etc.), vs. AC that ranges from 10 to 20. In general, and unsurprisingly, Strength was more important against low ACs, and Dex against high ACs. Other unsurprising takeaways: - Increasing PB was equivalent to lowering AC (i.e., it benefits Str builds more than Dex builds) - The break-even point between Str and Dex shifts in favor of Dex with 2H weapons (because the bonus damage is a lower % of base damage) (It should be obvious that increased +hit has diminishing returns, whereas +dmg does not, except in the sense of overkilling enemies.) Two other things I played with: - Minimum strength of 13 for wielding a 1d8 weapon one-handed, and I added a new category of 1d10 weapons with Str 17+. (One thing I liked about this is that it gave something to odd scores.) - Increased Crit range with high Dex. I both tried a tiered thing like the above, and also just a Crit range of 20 - Dex mod. Both of those changes shifted around the graphs and had the sort of impacts you would expect, but nothing that really shook things up. The most interesting takeaway is that in many cases the optimum setup was a blend of Str and Dex. E.g., depending on armor class and which of the optional rules I added, sometimes 16/14 or 14/16 outperformed either 10/20 or 20/10. Which is kinda cool. I mean, you [I]should[/I] be able to build your character the way you like, without feeling like you have to maximize a particular stat. BUT.... If ultimately it doesn't matter which blend of stats you take, doesn't that make the choice as meaningless...from a game design perspective...as if you have to maximize one over the other? So really this experiment just pushed me more toward the conclusion that attributes are poor game design, unless you are going old school and rolling dice for stats, in order. As soon as you make ability scores a player choice it becomes meaningless. IMO. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should classes have primary ability scores?
Top