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
With Only 4 Ability Scores, How Would You Handle Spellcasting Abilities (+)
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="NotAYakk" data-source="post: 9318544" data-attributes="member: 72555"><p>I'd flip this.</p><p></p><p>Picking features that make you better at fighting with heavy weapons grants you a bonus to strength ability checks.</p><p></p><p>Ability checks are used when you don't have a feature that governs a situation. They are not used when using a feature. So you don't make an int check to see if you can counterspell if you have a counterspell feature.</p><p></p><p>What this does mean is that if you have features that focus in a specific area, your ability checks related to that area will have good bonuses.</p><p></p><p>This provides for verisimilitude - a character who uses a huge two handed weapon and smashes foes around will be able to lift stuff better than a book-reading artificer. Unless, of course, the book-reading artificer takes the "lift stuff better" feature, in which case the artificer wins.</p><p></p><p>This does mean that bards, by learning charisma-based magic, end up having a charisma bonus. Rogues, by learning sneak-based features, have a dexterity bonus. Your attribute bonuses "fill in the gaps".</p><p></p><p>Now, we could use 5e's "your attributes are defences", but I think a two-tiered defence model might make sense. In a two-tiered defence model, you have your defence (which may be a function of level) - your AC or the equivalent for magic.</p><p></p><p>And as a second tier, you could have saving throws. Saving throws are resources you <strong>expend</strong>, where you roll an attribute check in order to mitigate a defence failure. Possibly they are per-day or per-encounter type resources.</p><p></p><p>Like, imagine if each of your attributes had a 1/encounter saving throw attached to them. And each saving throw can be used in a variety of situations - you can use a dexterity saving throw to dodge a blow, a constitution saving throw to soak a blow, a charisma saving throw to trick a foe into missing, etc. Here, your bonus determines how reliable a saving throw is, with the idea that if you max out one stat you have an "overkill" bonus; but because you can only use a given saving throw 1/encounter, you are better off with multiple decent saving throws, and not just one insanely high one.</p><p></p><p>The point of all of this is to use mechanics to inform the story.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9318544, member: 72555"] I'd flip this. Picking features that make you better at fighting with heavy weapons grants you a bonus to strength ability checks. Ability checks are used when you don't have a feature that governs a situation. They are not used when using a feature. So you don't make an int check to see if you can counterspell if you have a counterspell feature. What this does mean is that if you have features that focus in a specific area, your ability checks related to that area will have good bonuses. This provides for verisimilitude - a character who uses a huge two handed weapon and smashes foes around will be able to lift stuff better than a book-reading artificer. Unless, of course, the book-reading artificer takes the "lift stuff better" feature, in which case the artificer wins. This does mean that bards, by learning charisma-based magic, end up having a charisma bonus. Rogues, by learning sneak-based features, have a dexterity bonus. Your attribute bonuses "fill in the gaps". Now, we could use 5e's "your attributes are defences", but I think a two-tiered defence model might make sense. In a two-tiered defence model, you have your defence (which may be a function of level) - your AC or the equivalent for magic. And as a second tier, you could have saving throws. Saving throws are resources you [b]expend[/b], where you roll an attribute check in order to mitigate a defence failure. Possibly they are per-day or per-encounter type resources. Like, imagine if each of your attributes had a 1/encounter saving throw attached to them. And each saving throw can be used in a variety of situations - you can use a dexterity saving throw to dodge a blow, a constitution saving throw to soak a blow, a charisma saving throw to trick a foe into missing, etc. Here, your bonus determines how reliable a saving throw is, with the idea that if you max out one stat you have an "overkill" bonus; but because you can only use a given saving throw 1/encounter, you are better off with multiple decent saving throws, and not just one insanely high one. The point of all of this is to use mechanics to inform the story. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
With Only 4 Ability Scores, How Would You Handle Spellcasting Abilities (+)
Top