D&D General Vote Up A 5e-alike, Part 3.1 - What do the stats do?

What do the stats do?

  • Stat Mod: As per 5e (8-9 = -1, 10-11 = +0, 12-13 = +1, 14-15 = +2, etc.)

    Votes: 12 46.2%
  • Stat Mod: Lower than 5e (9-12 = +0, 13-15 = +1 16-18 = +2, 19-20 = +3)

    Votes: 8 30.8%
  • Stat Mod: different for each stat (a la AD&D)

    Votes: 4 15.4%
  • As per 5e, stats are used for saving throws (e.g., Strength save, Dex save, etc.)

    Votes: 9 34.6%
  • Saves: Fortitude, Reflexes, Willpower

    Votes: 10 38.5%
  • Saves: Against specific things (a la AD&D)

    Votes: 5 19.2%
  • Saves: Based on class and level (and maybe ancestry) only

    Votes: 3 11.5%
  • Keep tool, game, and musical instrument proficiencies separate from stats

    Votes: 10 38.5%
  • Fold tool, game, and musical instrument proficiencies into the stats

    Votes: 8 30.8%
  • Strength affects AC

    Votes: 3 11.5%
  • Strength affects hit points

    Votes: 3 11.5%
  • Strength affects *all* damage rolls, not just some

    Votes: 7 26.9%
  • Dexterity affects *all* attack rolls, not just some

    Votes: 3 11.5%
  • Intelligence grants bonus skills and/or languages

    Votes: 14 53.8%
  • Intelligence affects AC when wearing light armor (as per 4e)

    Votes: 3 11.5%
  • Wisdom affects initiative (due to Perception)

    Votes: 9 34.6%
  • Charisma affects NPC reactions even without Intimidation/Persuasion rolls

    Votes: 6 23.1%
  • No skills at all! Player says what they want to do, DM chooses attribute

    Votes: 1 3.8%
  • No stats, only skills

    Votes: 2 7.7%

  • Poll closed .

Lanefan

Victoria Rules
Wisdom should be about mental strength/willpower than sensory perception anyway. Roll all that stuff into a separate searching roll.
What I'd prefer - and this'll put me in the minority yet again, but so what - is that abilities intrinsic to the character that don't tie to one of the six core stats use their own subsystems.

Listening is one such. Sharpness of vision is another. None of the core stats affect how well one can hear, or see; and those two senses are by far the biggest inputs into perception. Species might have an effect e.g. Elves are known for having sharper-than-Human eyes while Hobbits are very good as hearing sounds, and that can be represented by a small bonus when rolling for such.

Thus, perception (and by extension, observation) should use a separate and somewhat fluid subsystem - one doesn't have a "perception score" as such but instead has a few bonuses (or penalties) to put on a roll the DC of which will be different every time as determined by the DM based on the in-game situation.
 

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TwoSix

Dirty, realism-hating munchkin powergamer
something about having invested in STR or STR skills should allow you to obtain official climb and swim speeds and increased movespeed.
Proposal: Modify the Athlete feat to give a climb and swim speed equal to 5 times your Str mod, or to add 5 times your Str mod to your climb and/or swim speed if you already possess one.
 

Lanefan

Victoria Rules
something about having invested in STR or STR skills should allow you to obtain official climb and swim speeds and increased movespeed.
The problem with move speed is that it can be affected by three core stats:

Strength for short bursts of speed
Dexterity if the terrain is anything but smooth
Constitution for long-range travel and endurance.

Tying movement to just one of these doesn't make sense.
 

CreamCloud0

One day, I hope to actually play DnD.
Proposal: Modify the Athlete feat to give a climb and swim speed equal to 5 times your Str mod, or to add 5 times your Str mod to your climb and/or swim speed if you already possess one.
ideally i would want the capability irregardless of any feats or special abilities, something like:
naturally gain climb and swim speed equal to your 5ft x STR mod, if you are wearing heavy armour this distance is halved (round down)
Athlete Feat: add 10ft to your natural climb and swim speeds, your movespeed for them is not reduced when wearing heavy armour

similarly gain +5ft walkspeed for every +2 you have in STR, and +10ft if athletics proficiency (+20ft if expertise)
 

TwoSix

Dirty, realism-hating munchkin powergamer
ideally i would want the capability irregardless of any feats or special abilities, something like:
naturally gain climb and swim speed equal to your 5ft x STR mod, if you are wearing heavy armour this distance is halved (round down)
Hmm. Fundamentally, a climb or swim speed is NOT something I'd want any relatively strong person to have. A climb speed means the character can go up a relatively smooth rock wall with just a few handholds with little inconvenience and no chance of failure, and nearly as fast as the character can walk. To my mind, that's an ability of specialists, not something I would want as an innate ability just for being a little buff.
 

CreamCloud0

One day, I hope to actually play DnD.
Hmm. Fundamentally, a climb or swim speed is NOT something I'd want any relatively strong person to have. A climb speed means the character can go up a relatively smooth rock wall with just a few handholds with little inconvenience and no chance of failure, and nearly as fast as the character can walk. To my mind, that's an ability of specialists, not something I would want as an innate ability just for being a little buff.
that's a fair point but personally i fall on the side of making all the stats naturally valuable to invest in, plus if you look at the specific way i implemented gaining C/S speeds you'll only have 30ft at +6 STR at which point their walkspeed will also have +15ft, +25 if they invested in athletics which they probably did as fighter which would be nearly double their C/S speeds.
 



Minigiant

Legend
Supporter
  • Strength
    • Melee attacks
    • Ranged attacks with thrown weapons bows
    • Heavy armor AC
    • Shield AC
    • Carrying Capacity
    • HP
    • Skills
      • Athletics
      • Browbeat
      • Lifting
  • Dexterity
    • Ranged attacks
    • Melee attacks with finesse weapons
    • Light Armor AC
    • Hiding
    • Skills
      • Acrobatics
      • Sleight of Hand
      • Stealth
  • Constitution
    • HP
    • Spellcasting Ability
    • Skills
      • Endurance
      • Stomach
  • Intelligence
    • Bonus languages
    • Detection
    • Light Armor AC
    • Spellcasting Ability
      • Arcana
      • Commerce
      • History
      • Investigating
      • Nature
      • Religion
      • Urban
  • Wisdom
    • Detection
    • Spellcasting Ability
      • Animal Handing
      • Insight
      • Medicine
      • Perception
      • Survival
  • Charisma
    • Reaction Rolls
    • Spellcasting Ability
    • Skills
      • Deception
      • Gather Information
      • Intimidation
      • Performance
      • Persuasion
Initiative, Tools, and Saving throws are divorced from abilities.
 

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