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The Slaughter House: How dropping attributes will improve DnD
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<blockquote data-quote="Meatboy" data-source="post: 6233738" data-attributes="member: 40857"><p>This may ruffle some feathers across all spectrums of play, but I have had an epiphany of late. I believe that adherence to attributes as they are now and by association their modifiers is a chain that is shackling the game of DnD. And I feel it contributes to problems like min/maxing, numbers bloat, and unbalancing of the game in general. </p><p></p><p>As of 3e and 4e attributes have become vital to the game. Where once they were kept some what in check by lower limits or by generally not being applicable to most characters. With the introduction of skills and the save/defenses mechanic having high stats, not just in your main attribute but in secondary attributes, can be the difference between being effective to the group or being dead. </p><p>In terms of effectiveness increasing your attributes was at least, if not more effective than, gaining a level. For example: In 3e a fighter with 18 strength is effectively 4 levels better at fighting in melee than a character with a score of 10. In 4e this is somewhat lessened with the introduction of powers, but having a high score in your main attribute still leads to increased effectiveness. Combined with random rolls or even buying stats we get players who will neglect certain stats in favor of being more effective in their chosen area. In effect the way stats are now we have two power scales in the game. One tied to level the other tied to attributes.</p><p></p><p>5e tries to get around this with Bounded Accuracy. An arbitrary cap that some people are not thrilled with. For me this merely puts a lid on the problem, its still there but it won't get worse after a certain point.</p><p></p><p>My solution is to get rid of attributes and their modifiers. We can still have the traditional six but instead of a numerical scale that rewards players for getting big numbers as soon as possible. I'd suggest an on/off trait system whereby characters would get a flat bonus, or maybe something tied to level. So instead of a player doing what the can to ensure that their wizard is as smart as possible they can simply check the box next to intelligent and reap some mechanical benefits. The few things tied to a stat but not a skill or something for combat, namely weight allowance and encumbrance, could easily be handled by backgrounds and size.</p></blockquote><p></p>
[QUOTE="Meatboy, post: 6233738, member: 40857"] This may ruffle some feathers across all spectrums of play, but I have had an epiphany of late. I believe that adherence to attributes as they are now and by association their modifiers is a chain that is shackling the game of DnD. And I feel it contributes to problems like min/maxing, numbers bloat, and unbalancing of the game in general. As of 3e and 4e attributes have become vital to the game. Where once they were kept some what in check by lower limits or by generally not being applicable to most characters. With the introduction of skills and the save/defenses mechanic having high stats, not just in your main attribute but in secondary attributes, can be the difference between being effective to the group or being dead. In terms of effectiveness increasing your attributes was at least, if not more effective than, gaining a level. For example: In 3e a fighter with 18 strength is effectively 4 levels better at fighting in melee than a character with a score of 10. In 4e this is somewhat lessened with the introduction of powers, but having a high score in your main attribute still leads to increased effectiveness. Combined with random rolls or even buying stats we get players who will neglect certain stats in favor of being more effective in their chosen area. In effect the way stats are now we have two power scales in the game. One tied to level the other tied to attributes. 5e tries to get around this with Bounded Accuracy. An arbitrary cap that some people are not thrilled with. For me this merely puts a lid on the problem, its still there but it won't get worse after a certain point. My solution is to get rid of attributes and their modifiers. We can still have the traditional six but instead of a numerical scale that rewards players for getting big numbers as soon as possible. I'd suggest an on/off trait system whereby characters would get a flat bonus, or maybe something tied to level. So instead of a player doing what the can to ensure that their wizard is as smart as possible they can simply check the box next to intelligent and reap some mechanical benefits. The few things tied to a stat but not a skill or something for combat, namely weight allowance and encumbrance, could easily be handled by backgrounds and size. [/QUOTE]
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