One thing that bothers me about D&D - most editions share the same problem - is that it feels like I need at least TWO different uses of each ability score.
For example, if I have Charisma 15 (+1), I feel I need to have a use for the score (15) AND also for the modifier (+1).
Otherwise, why would I need the two? ESPECIALLY when I'm trying to keep things minimalist - starting by the character sheet.
[Of course, you could just get rid of the score, which I'm also tempted to do, although I like having compatibility with other D&D games, etc.]
As you can see above, it is not difficult to find several uses for Strength.
Other abilities are trickier, UNLESS you use ability checks.
And, fair enough, this is a decent solution.
My issue with ability checks is that they don't take level into account.
So, a 10th-level fighter is as likely to avoid a pit trap (an early example of Dexterity check) as a first level one.
[This is also a terrible use of Dexterity because it feels like a saving throw but has a completely different method and rationale].
Roll under skills (optional): this is an alternate method to deal with skills that makes PCs more
competent and their ability scores more relevant. To accomplish anything:
- If you are trained in a skill, roll under half your ability (round up) plus your level.
- If you are untrained, roll under your ability (round down).
This has lots of advantages, but it is slightly more complicated than simply rolling under ability. Also, if your rolling for easy stuff (which I don't recommend), it will make PCs look bad.
Even with ability checks, what do you "check" Charisma for, if there is already a (undue, IMO) influence on reactions, retainers, etc.?
If you don't like ability checks, things get even more difficult. Ideally, I'd want EVERY point of EVERY ability to serve SOME purpose to EVERY character.
So, just saying that abilities give extra XP for certain classes (one of the main purposes originally) is not enough for me.
Let me give some quick examples:
Strength
Score = encumbrance (one item per point).
Modifier = bonus to hit and damage.
Constitution
Score = you lose Con when you have 0 HP, 0 Con means death.
Modifier = bonus to HP.
Dexterity
Score = No idea. Maybe unarmored AC when you're unencumbered? Too many "ifs" here.
Modifier = bonus to AC, maybe ranged.
Wisdom
Score = Could serve as sanity points (e.g., in Crypts and Things) or be "drained".
Modifier = bonus to saves versus spells.
Charisma
Score = Maybe some kind of "Luck points", but this require a new mechanic. I thought of giving a 12% discount in all equipment for PCs with Charisma 12 and so on, but that is a bit niche.
Modifier = bonus to social interactions.
Intelligence
Score = No idea here either.
Modifier = bonus to languages (seems weak, but okay - maybe you can trade some languages for skills or spells).
Well, there are hundreds of old school games out there. Surely there are more uses for ability scores?
Let me know in the comments!
Note: the New Year, New Game sale is on. I'm getting Crypts and Things Remastered, but there are tons of other games on sale.
(affiliate links)
Well I can tell you what I do, at least.
ReplyDeleteI keep the score, but I'm ambivalent on the modifier. My opinion is, the ability scores should do one thing primarily — adjust XP as class prime requisites — and one thing secondarily or even optionally.
So in every game that I run, they adjust earned XP; and in some games, if I'm so inclined, they also impart a modifier (never exceeding ±1, as in Swords & Wizardry).
The modifiers are: Str, open doors (d6); Int, days of downtime accrued per game week (normally 5, adjusts to 4 or 6 for below or above average Int; cost to learn a new language or secondary skill is 240 days); Cha, morale of followers (I base number of henchmen on level instead); and Dex, Con, and Wis various saving throws (traps, explosions, and breath weapons for Dex; poison, disease, radiation, and touch attacks for Con; magic, psionics, and gaze attacks for Wis).