The "Smash" maneuver from the Rules Cyclopedia has always intrigued me, not only because it's one of those small idiosyncrasies of that book absent from other versions of D&D, but also because it's one of the rare cases outside roll-under situations where the attribute is used in full, point by point, rather than just a modifier.
It goes like this:
Smash
This is a Fighter Combat Option maneuver, first available at 9th
level to fighters and mystics, and at other experience point totals to
demihumans (see their experience tables). With this hand-to-hand
maneuver, the character automatically loses initiative and takes a - 5
penalty to the attack roll (he still gets his Strength and magic adjustments to his attack roll).
If attack hits, the character adds his Strength bonus, magic bonuses,
and his entire Strength score to his weapon's normal damage.
For example, a Strength 17 fighter ( + 2 to attack and damage)
using a sword +2 ( + 2 to attack, 1d8 + 2 damage) would perform a smash
this way: He rolls to hit with a net penalty of -1 ( + 2 + 2-5). If he
hits, he rolls ld8 + 21 (17+ 2+ 2) for damage!
The smash maneuver is also a solution to various combat situations, but I'll set that aside to focus on the matter of ability checks.
A persistent problem in D&D is that there are few mechanics that interact directly with the full attribute score instead of just the modifier.
The obvious answer to this dilemma is, well, ability checks. The problem is that good examples of them are nearly absent from published D&D modules. Most are simply Dexterity tests used as if they were saving throws — which, in my view, only adds confusion. The example in Moldvay is climbing a rope, which has the odd consequence of making the thief better at climbing sheer walls than ropes.
AD&D offers some inspiration for broader uses: though it never says so explicitly, the attribute tables include chances to learn spells and resurrection survival odds — both of which could reasonably be framed as ability checks. Strength checks have a few obvious uses — for example, open doors, which unfortunately is treated under a different mechanics, with similar results.
None of this helps much with the harder problem: finding situations that naturally call for a Wisdom or Charisma check.
Using ability checks with skills, non-weapon proficiencies, etc. seems to be a good solution. In a game like AD&D, where abilities average 12.2, it might be as simple as giving a −10 penalty to anyone untrained (minimum 1), and adding level if trained.
So a thief with Dex 14 might start with a skill of 5, so 25% chance of success (14+1−10), reaching 90% by level 14. A warrior with the same Dex might have only 4 for all his career - and the GM might decide certain tasks are impossible for the untrained.
It doesn't matter whether you prefer roll-high or roll-low. You simply add this to a 1d20 and try to meet or beat 20 (gaining an extra 5% chance in the process, which is a good tradeoff in my opinion). So our thief would go from 30% to 95% over the course of his career.
[I'm more inclined to go roll low, but since the math is the same I'll probably ask around to see what people prefer.]
That's probably what I'll go with, because it's a lot simpler than the idea that got me writing this in the first place.
I was thinking of keeping the modifier as the standard for skills, but allowing certain situations to let you add the entire ability score instead. What would be the equivalent of Smash for other abilities? Anything done slowly could fit... maybe it could be the old-school equivalent of "taking 10":
Taking Your Time
When the character is not in a rush and is not being threatened or distracted, they may add their entire ability score — rather than just the modifier — to the check.
This brings to mind Siegfried using his prodigious strength to forge a sword despite little blacksmithing training. And it still leaves some chance of success and failure.
Another idea: allow a natural 20 to trigger a "roll again, adding the entire ability score" — letting PCs accomplish nearly impossible tasks if they're talented enough.
I may develop these further down the line, but for now I think I've found my next skill system.
BTW, I'm working on my "Old School Minimalist" again, and this time I think I'll go all the way and publish a 20-30 page PDF, after I share the whole thing here.
Note: the GM Day's sale* is on, and most of my books are included! 40% off many titles! undefined. Some deep discounts here, including the Dolmenwood Campaign Book looks really cool and it is 50% off! Maybe I"ll get it to take a look...
* Affiliate link.