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!
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).
That is interesting, but it sounds like you use only modifiers and not the actual scores? Unless you also use ability checks.
DeleteNo, I don't use ability checks at all.
DeleteSo the scores themselves have no direct mechanical meaning for me. They simply dictate the XP adjustment and the miscellaneous modifier.
But there's no good way to dispense with them and use only the modifier, because scores can change. They can take damage (Str drain from a shadow, for example) and be healed. They can be raised by random effects, tomes, and so many wishes.
So the scores stick around at my table.
Ah yes, this is a good solution too. Scores can be drained, lost, etc, so that every point matters.
DeleteI actually love that ability checks aren’t affected by level. For some tasks, level is irrelevant, but different characters will have different chances due to their abilities,
DeleteWhen character level matters, you can use saving throws, an attack roll against a predetermined AC (with or without ability mods), or a die roll with a target number and a modifier based on level.
The trick is to pick a roll that suits the task. For a pit trap, I don’t think ability checks are the right choice. But for things that don’t relate to adventuring, they can be just right.
It's a double edged sword, IMO. B/X PCs do not get better at opening doors, despite doing it all the time, but also getting lost in the woods, foraging, etc.
Delete