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Time to ditch the old ability modifier array?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6068893" data-attributes="member: 882"><p>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)?</p><p></p><p>As a first shot (maintaining the assumption of 3d6 rolls for stats) how about:</p><p></p><p>1-3 -3</p><p>4-6 -2</p><p>7-9 -1</p><p>10-11 +0</p><p>12-14 +1</p><p>15-17 +2</p><p>18-20 +3</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6068893, member: 882"] 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? [/QUOTE]
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Time to ditch the old ability modifier array?
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