Chris_Nightwing
First Post
There's a lot of talk about removing ability modifiers from damage, or from attacks, or from combat altogether, and I get the feeling this is because of the potential disparity between optimised and spread-out characters, as well as the scale of said bonuses when compared to other factors that influence damage and attacks. I think the current array, of +1 per 2 ability points away from 10, was made to reflect the range seen in earlier editions, though only really in dexterity and constitution (for fighters); strength was much less broad, and the other abilities didn't behave similarly at all. I have seen alternative arrays proposed, so how about we stride bravely forward (or backward) to a realm of less variability between ability modifiers (though not necessarily between other factors based on abilities such as carrying capacity)?
As a first shot (maintaining the assumption of 3d6 rolls for stats) how about:
1-3 -3
4-6 -2
7-9 -1
10-11 +0
12-14 +1
15-17 +2
18-20 +3
And so on (or larger jumps, I don't care, it doesn't need to be regular in my mind). The highest you'll get to start with is +2 (ignoring the current terrible humans), and the ability limit might want to be higher, 21 for instance, unless there are things that having 19/20 get you, such as feats/spells/items. What do you think - any other tidy ideas?
As a first shot (maintaining the assumption of 3d6 rolls for stats) how about:
1-3 -3
4-6 -2
7-9 -1
10-11 +0
12-14 +1
15-17 +2
18-20 +3
And so on (or larger jumps, I don't care, it doesn't need to be regular in my mind). The highest you'll get to start with is +2 (ignoring the current terrible humans), and the ability limit might want to be higher, 21 for instance, unless there are things that having 19/20 get you, such as feats/spells/items. What do you think - any other tidy ideas?