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Worlds of Design: The Revenge of the Kludge
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<blockquote data-quote="EzekielRaiden" data-source="post: 9511244" data-attributes="member: 6790260"><p>An option, if you wish to preserve the traditional approach of ATT=floor(Attribute-10)/2, could be to let odd attributes have value in some corner cases. Some potential examples:</p><ul> <li data-xf-list-type="ul">Ties favor the person with the higher raw score, rather than the person with the higher modifier</li> <li data-xf-list-type="ul">"Passive" checks increase if your stat is odd, perhaps even being equal to your raw score rather than being ATT+10</li> <li data-xf-list-type="ul">Making odd stat values unlock access to things (e.g. multiclassing at 13+, certain strong feats at 15+, skill "masteries" or the like at 17+, etc.)</li> <li data-xf-list-type="ul">Giving each odd stat value a clear, but small, scaling perk of some kind, e.g. 11 Str lets you jump +5 feet forward, 13 Str lets you jump +5 feet upward, 15 Str you ignore the weight of armor/weapons you're actually wearing (for carrying capacity), 17 Str you gain either a climb or swim speed (not both) of 10 feet or increase your existing one by +5 feet, 19 you have advantage on saves to break free of physical restraints.</li> </ul><p>More or less, if you want to keep the existing system, you'll need to <em>expand</em> to make odd scores actually valuable. Otherwise, you're stuck with the unenviable task of rewriting large portions of the rules to address the more elegant, but either chunkier (modifiers don't change, raw stats are eliminated) or larger (mods are eliminated, raw stats are used directly) numbers.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9511244, member: 6790260"] An option, if you wish to preserve the traditional approach of ATT=floor(Attribute-10)/2, could be to let odd attributes have value in some corner cases. Some potential examples: [LIST] [*]Ties favor the person with the higher raw score, rather than the person with the higher modifier [*]"Passive" checks increase if your stat is odd, perhaps even being equal to your raw score rather than being ATT+10 [*]Making odd stat values unlock access to things (e.g. multiclassing at 13+, certain strong feats at 15+, skill "masteries" or the like at 17+, etc.) [*]Giving each odd stat value a clear, but small, scaling perk of some kind, e.g. 11 Str lets you jump +5 feet forward, 13 Str lets you jump +5 feet upward, 15 Str you ignore the weight of armor/weapons you're actually wearing (for carrying capacity), 17 Str you gain either a climb or swim speed (not both) of 10 feet or increase your existing one by +5 feet, 19 you have advantage on saves to break free of physical restraints. [/LIST] More or less, if you want to keep the existing system, you'll need to [I]expand[/I] to make odd scores actually valuable. Otherwise, you're stuck with the unenviable task of rewriting large portions of the rules to address the more elegant, but either chunkier (modifiers don't change, raw stats are eliminated) or larger (mods are eliminated, raw stats are used directly) numbers. [/QUOTE]
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