gkathellar
2011-07-28, 09:48 AM
I have a problem with the ability score system. MAD, charisma as a dump stat, a lot of stuff. But nothing stands out to me more than the physical ability scores: they're boring. They don't say anything about a character. Their design relative to mental ability scores encourages non-casters to be unobservant, stupid and socially ineffectual.
My go-to fix is one I've been mulling over for a long time, and is meant to take a note from fiction, where characters are defined by their personalities, not by their strength or speed. Rather than have "mental" and "physical" ability scores, all scores are mental, and their total number is reduced to confront other issues like MAD and stupid score diversity.
So, here are the new ability scores:
Conviction (Con) is a measure of willpower, emotional strength, force of personality and devotion. A character with high conviction is unbreakable, unflinching — and their strength is contagious. Add your Conviction modifier to ...
... the number of hit points you gain at each level.
... Fortitude saving throws.
... Autohypnosis, Concentration, Diplomacy and Intimidate checks.
... your Leadership score if you're using that awful, awful feat for some reason.
Genius (Gen) is a measure of cleverness, cognitive strength, analytical ability and critical thinking skill. A character with high genius learns quickly and can put their knowledge to the task more effectively than most. Add your Genius modifier to ..
... your skill points gained at each level.
... the Save DCs of spells, powers, maneuvers, abilities and similar effects you produce.
... Decipher Script, Disable Device, Disguise, Forgery, Gather Information, Heal, Knowledge, Open Lock, Perform, Psicraft, Sleight of Hand, Spellcraft, Use Magic Device and Use Psionic Device checks.
Insight (Int) is a measure of perception, adaptability, intuition and mental agility. A character with high insight is light on their feet, sensitive to their environment and difficult to deceive. Add your insight modifier to ...
... your Armor Class.
... your initiative checks.
... Will saving throws.
... Appraise, Bluff, Escape Artist, Handle Animal, Hide, Listen, Move Silently, Search, Sense Motive, Spot, Survival and Use Rope checks.
Vigor (Vig) is a measure of athletic intelligence, physicality, mind-body harmony and proprioception. A character with high vigor is coordinated, comfortable in their skin and at ease using their body. Add you vigor modifier to ...
... attack and damage rolls.
... Reflex saving throws.
... Balance, Climb, Jump, Ride, Swim and Tumble checks.
Revised Core Feats
Iron Will
Sheer stubbornness and determination can overcome even the most devious mental attacks.
Benefit: You gain a +2 bonus to Will saves. In addition, you apply the higher of your Conviction or Insight modifier to Will saves and Sense Motive checks.
Lightning Reflexes
Fast? No. You simply move when another man is still thinking.
Benefit: You gain a +2 bonus to Reflex saves. In addition, you apply the higher of your Insight or Vigor modifier to Reflex saves and Tumble checks.
Great Fortitude
Through true mastery of the body, you can transcend its limitations.
Benefit: You gain a +2 bonus to Fortitude saves. In addition, you apply the higher of your Conviction or Vigor modifier to Fortitude saves and Autohypnosis checks.
Core Races and the New Stats
Dwarves: Enduring and proud, dwarves gain a +2 racial bonus to their Conviction score. The same pride can make them foolish and short-sighted, inflicting a -2 racial penalty to their Insight score.
In the Pathfinder RPG, or if seeking more powerful races, dwarves do not suffer a penalty to their Insight score.
Elves: Experience and contemplation grants elves a +2 racial bonus to their Insight score. The weight of the ages can tax an elf's commitment to life however, inflicting a -2 racial penalty to their Conviction score.
In the Pathfinder RPG, or if seeking more powerful races, elves gain an additional +2 racial bonus to Genius.
Gnomes: Clever and naturally talented, gnomes gain a +2 racial bonus to their Genius score. Intellectual fascinations deprive them of a robust physical life, inflicting a -2 racial penalty to their Vigor score.
In the Pathfinder RPG, or if seeking more powerful races, gnomes gain an additional +2 racial bonus to Conviction.
Half-Elves: As varied as their human ancestors, half-elves receive no adjustments to their ability scores.
In the Pathfinder RPG, or if seeking more powerful races, half-elves gain a +2 bonus to any ability score of their choice.
Half-Orcs: From the powerful physique and martial culture of their orc ancestors, half orcs take a +2 racial bonus to their Vigor score. Orc blood is not easily tamed, and they suffer a -2 racial penalty to their Genius score.
In the Pathfinder RPG, or if seeking more powerful races, orcs gain an additional +2 bonus to their Insight score.
Halflings: Halflings come in all shapes (though not all sizes), and receive no adjustments to their ability scores.
In the Pathfinder RPG, or if seeking more powerful races, halflings gain a +2 bonus to any ability score of their choice.
Humans: Humans are too short-lived to have any overriding racial tendencies, and receive no adjustments to their ability scores.
In the Pathfinder RPG, or if seeking more powerful races, humans gain a +2 bonus to any ability score of their choice
Core Classes and the New Stats
Barbarian
Rage: Rage grants a bonus to Conviction and Vigor, and a penalty to both Armor Class and Reflex saves.
Bard
Spells: Bards use their Genius score to determine bonus spells and their maximum spell level.
Cleric
Spells: Clerics use their Conviction score to determine bonus spells and their Insight score to determine maximum spell level.
Turn/Rebuke Undead: Clerics can Turn Undead 3+Con modifier times per day, and add their Con modifier to both Turning Checks and the their roll to determine the total hit dice of creatures affected during a Turn or Rebuke attempt.
Domains: With the exception of save DCs, all Granted Abilities of Domains use their possessor's Int modifier to calculate relevant statistics.
Druid
Spells: Druids use their Vigor score to determine bonus spells and their Insight score to determine maximum spell level.
Wild Empathy: Druids apply their Insight modifier to Wild Empathy attempts.
Wild Shape: When they use the Wild Shape ability, Druids retain their own ability scores.
Animal Companion: A druid's animal companion gains adjustments to its Vigor score based on druid levels.
Monk
AC Bonus: Monks gain a bonus to their armor class equal to their Vigor modifier while unarmored, unencumbered and not using a shield.
Paladin
Smite Evil: The paladin adds their Conviction modifier to attack rolls made as part of a Smite Evil attempt.
Divine Grace: The paladin adds their Conviction modifier to all of their saving throws.
Lay On Hands: This ability can heal hit points equal to the Paladin's Conviction modifier x their class level.
Turn Undead: Paladins can Turn Undead 3+Con modifier times per day, and add their Con modifier to both Turning Checks and the their roll to determine the total hit dice of creatures affected during a Turn attempt.
Spells: Paladins use their Conviction score to determine bonus spells and their maximum spell level.
Special Mount: A paladin's special mount gains an enhanced Genius score, and bonuses to their Vigor score, as listed.
Ranger
Wild Empathy: Rangers apply their Insight modifier to Wild Empathy attempts.
Animal Companion: A ranger's animal companion gains adjustments to its Vigor score based on ranger levels.
Spells: Rangers use their Vigor score to determine bonus spells and their Insight score to determine maximum spell level.
Sorcerer
Spells: Sorcerers use their Genius score to determine bonus spells and their Conviction score to determine maximum spell level.
Familiar: A sorcerer's familiar gains an enhanced Genius score, as listed. Instead of the Alertness feat, you gain a +2 bonus to Listen and Spot checks while your familiar is within arm's reach.
Wizard
Spells: Wizards use their Insight score to determine bonus spells and their Genius score to determine maximum spell level.
Familiar: A wizard's familiar gains an enhanced Genius score, as listed. Instead of the Alertness feat, you gain a +2 bonus to Listen and Spot checks while your familiar is within arm's reach.
Core Prestige Classes and the New Stats
Assassin
Spells: Assassins use their Genius modifier to determine bonus spells and maximum spell level.
Blackguard
Smite Good: The blackguard adds their Conviction modifier to attack rolls made as part of a Smite Good attempt.
Dark Blessing: The blackguard adds their Conviction modifier to all of their saving throws.
Command Undead: Blackguards can Rebuke Undead 3+Con modifier times per day, and add their Con modifier to both Turning Checks and the their roll to determine the total hit dice of creatures affected during a Turn attempt.
Spells: Blackguards use their Conviction score to determine bonus spells and their maximum spell level.
Fiendish Servant: A blackguard's fiendish servant gains an enhanced Genius score, and bonuses to their Vigor score, as listed.
Dragon Disciple
Ability Boost: At class levels 2, 4 and 8, a Dragon Disciple increases their Vigor score by 2. At class level 6, they increase their Genius score by 2.
Draconic Apotheosis: Dragon Disciples increase their Vigor and Conviction scores by 2 each when they acquire this ability.
Duelst
Canny Defense: A duelist gains a bonus to Armor Class equal to the lower of their class level or their Genius modifier.
Dwarven Defender
Defensive Stance: When in their Defensive Stance, a dwarven defender gains a +2 bonus to their Vigor score and a +4 bonus to their Conviction score.
Loremaster
Secrets: Loremasters determines which Secrets they can access at a given level with the total of their class level + their Insight modifier.
Note: This isn't a caster fix. It may actually make some casters more powerful, though it'll also afflict every single caster with at least some level of MAD (and the rules for Wild Shape are going to significantly reduce its power). That said, these aren't necessarily "balance" fixes on their own so much as an exercise in changing a core mechanic.
My go-to fix is one I've been mulling over for a long time, and is meant to take a note from fiction, where characters are defined by their personalities, not by their strength or speed. Rather than have "mental" and "physical" ability scores, all scores are mental, and their total number is reduced to confront other issues like MAD and stupid score diversity.
So, here are the new ability scores:
Conviction (Con) is a measure of willpower, emotional strength, force of personality and devotion. A character with high conviction is unbreakable, unflinching — and their strength is contagious. Add your Conviction modifier to ...
... the number of hit points you gain at each level.
... Fortitude saving throws.
... Autohypnosis, Concentration, Diplomacy and Intimidate checks.
... your Leadership score if you're using that awful, awful feat for some reason.
Genius (Gen) is a measure of cleverness, cognitive strength, analytical ability and critical thinking skill. A character with high genius learns quickly and can put their knowledge to the task more effectively than most. Add your Genius modifier to ..
... your skill points gained at each level.
... the Save DCs of spells, powers, maneuvers, abilities and similar effects you produce.
... Decipher Script, Disable Device, Disguise, Forgery, Gather Information, Heal, Knowledge, Open Lock, Perform, Psicraft, Sleight of Hand, Spellcraft, Use Magic Device and Use Psionic Device checks.
Insight (Int) is a measure of perception, adaptability, intuition and mental agility. A character with high insight is light on their feet, sensitive to their environment and difficult to deceive. Add your insight modifier to ...
... your Armor Class.
... your initiative checks.
... Will saving throws.
... Appraise, Bluff, Escape Artist, Handle Animal, Hide, Listen, Move Silently, Search, Sense Motive, Spot, Survival and Use Rope checks.
Vigor (Vig) is a measure of athletic intelligence, physicality, mind-body harmony and proprioception. A character with high vigor is coordinated, comfortable in their skin and at ease using their body. Add you vigor modifier to ...
... attack and damage rolls.
... Reflex saving throws.
... Balance, Climb, Jump, Ride, Swim and Tumble checks.
Revised Core Feats
Iron Will
Sheer stubbornness and determination can overcome even the most devious mental attacks.
Benefit: You gain a +2 bonus to Will saves. In addition, you apply the higher of your Conviction or Insight modifier to Will saves and Sense Motive checks.
Lightning Reflexes
Fast? No. You simply move when another man is still thinking.
Benefit: You gain a +2 bonus to Reflex saves. In addition, you apply the higher of your Insight or Vigor modifier to Reflex saves and Tumble checks.
Great Fortitude
Through true mastery of the body, you can transcend its limitations.
Benefit: You gain a +2 bonus to Fortitude saves. In addition, you apply the higher of your Conviction or Vigor modifier to Fortitude saves and Autohypnosis checks.
Core Races and the New Stats
Dwarves: Enduring and proud, dwarves gain a +2 racial bonus to their Conviction score. The same pride can make them foolish and short-sighted, inflicting a -2 racial penalty to their Insight score.
In the Pathfinder RPG, or if seeking more powerful races, dwarves do not suffer a penalty to their Insight score.
Elves: Experience and contemplation grants elves a +2 racial bonus to their Insight score. The weight of the ages can tax an elf's commitment to life however, inflicting a -2 racial penalty to their Conviction score.
In the Pathfinder RPG, or if seeking more powerful races, elves gain an additional +2 racial bonus to Genius.
Gnomes: Clever and naturally talented, gnomes gain a +2 racial bonus to their Genius score. Intellectual fascinations deprive them of a robust physical life, inflicting a -2 racial penalty to their Vigor score.
In the Pathfinder RPG, or if seeking more powerful races, gnomes gain an additional +2 racial bonus to Conviction.
Half-Elves: As varied as their human ancestors, half-elves receive no adjustments to their ability scores.
In the Pathfinder RPG, or if seeking more powerful races, half-elves gain a +2 bonus to any ability score of their choice.
Half-Orcs: From the powerful physique and martial culture of their orc ancestors, half orcs take a +2 racial bonus to their Vigor score. Orc blood is not easily tamed, and they suffer a -2 racial penalty to their Genius score.
In the Pathfinder RPG, or if seeking more powerful races, orcs gain an additional +2 bonus to their Insight score.
Halflings: Halflings come in all shapes (though not all sizes), and receive no adjustments to their ability scores.
In the Pathfinder RPG, or if seeking more powerful races, halflings gain a +2 bonus to any ability score of their choice.
Humans: Humans are too short-lived to have any overriding racial tendencies, and receive no adjustments to their ability scores.
In the Pathfinder RPG, or if seeking more powerful races, humans gain a +2 bonus to any ability score of their choice
Core Classes and the New Stats
Barbarian
Rage: Rage grants a bonus to Conviction and Vigor, and a penalty to both Armor Class and Reflex saves.
Bard
Spells: Bards use their Genius score to determine bonus spells and their maximum spell level.
Cleric
Spells: Clerics use their Conviction score to determine bonus spells and their Insight score to determine maximum spell level.
Turn/Rebuke Undead: Clerics can Turn Undead 3+Con modifier times per day, and add their Con modifier to both Turning Checks and the their roll to determine the total hit dice of creatures affected during a Turn or Rebuke attempt.
Domains: With the exception of save DCs, all Granted Abilities of Domains use their possessor's Int modifier to calculate relevant statistics.
Druid
Spells: Druids use their Vigor score to determine bonus spells and their Insight score to determine maximum spell level.
Wild Empathy: Druids apply their Insight modifier to Wild Empathy attempts.
Wild Shape: When they use the Wild Shape ability, Druids retain their own ability scores.
Animal Companion: A druid's animal companion gains adjustments to its Vigor score based on druid levels.
Monk
AC Bonus: Monks gain a bonus to their armor class equal to their Vigor modifier while unarmored, unencumbered and not using a shield.
Paladin
Smite Evil: The paladin adds their Conviction modifier to attack rolls made as part of a Smite Evil attempt.
Divine Grace: The paladin adds their Conviction modifier to all of their saving throws.
Lay On Hands: This ability can heal hit points equal to the Paladin's Conviction modifier x their class level.
Turn Undead: Paladins can Turn Undead 3+Con modifier times per day, and add their Con modifier to both Turning Checks and the their roll to determine the total hit dice of creatures affected during a Turn attempt.
Spells: Paladins use their Conviction score to determine bonus spells and their maximum spell level.
Special Mount: A paladin's special mount gains an enhanced Genius score, and bonuses to their Vigor score, as listed.
Ranger
Wild Empathy: Rangers apply their Insight modifier to Wild Empathy attempts.
Animal Companion: A ranger's animal companion gains adjustments to its Vigor score based on ranger levels.
Spells: Rangers use their Vigor score to determine bonus spells and their Insight score to determine maximum spell level.
Sorcerer
Spells: Sorcerers use their Genius score to determine bonus spells and their Conviction score to determine maximum spell level.
Familiar: A sorcerer's familiar gains an enhanced Genius score, as listed. Instead of the Alertness feat, you gain a +2 bonus to Listen and Spot checks while your familiar is within arm's reach.
Wizard
Spells: Wizards use their Insight score to determine bonus spells and their Genius score to determine maximum spell level.
Familiar: A wizard's familiar gains an enhanced Genius score, as listed. Instead of the Alertness feat, you gain a +2 bonus to Listen and Spot checks while your familiar is within arm's reach.
Core Prestige Classes and the New Stats
Assassin
Spells: Assassins use their Genius modifier to determine bonus spells and maximum spell level.
Blackguard
Smite Good: The blackguard adds their Conviction modifier to attack rolls made as part of a Smite Good attempt.
Dark Blessing: The blackguard adds their Conviction modifier to all of their saving throws.
Command Undead: Blackguards can Rebuke Undead 3+Con modifier times per day, and add their Con modifier to both Turning Checks and the their roll to determine the total hit dice of creatures affected during a Turn attempt.
Spells: Blackguards use their Conviction score to determine bonus spells and their maximum spell level.
Fiendish Servant: A blackguard's fiendish servant gains an enhanced Genius score, and bonuses to their Vigor score, as listed.
Dragon Disciple
Ability Boost: At class levels 2, 4 and 8, a Dragon Disciple increases their Vigor score by 2. At class level 6, they increase their Genius score by 2.
Draconic Apotheosis: Dragon Disciples increase their Vigor and Conviction scores by 2 each when they acquire this ability.
Duelst
Canny Defense: A duelist gains a bonus to Armor Class equal to the lower of their class level or their Genius modifier.
Dwarven Defender
Defensive Stance: When in their Defensive Stance, a dwarven defender gains a +2 bonus to their Vigor score and a +4 bonus to their Conviction score.
Loremaster
Secrets: Loremasters determines which Secrets they can access at a given level with the total of their class level + their Insight modifier.
Note: This isn't a caster fix. It may actually make some casters more powerful, though it'll also afflict every single caster with at least some level of MAD (and the rules for Wild Shape are going to significantly reduce its power). That said, these aren't necessarily "balance" fixes on their own so much as an exercise in changing a core mechanic.