Greywander
2022-06-20, 11:12 PM
Ability scores are one of the sacred cows of D&D, and the thing is that they've been around a long time but didn't always work the way they do now. Since ability scores now function differently than they originally did, I think it's worth asking if we should really keep them as they are, or if we should rework them.
The other day, I was reading an article by Angry GM (https://theangrygm.com/your-ability-scores-suck/), and one of the fundamental points that he seemed to be making is that the primary purpose of ability scores is giving you different ways of interacting with the world. It's one of the reasons why CON feels like such the odd man out. CON isn't something you do, it's something that you use when things are done to you.
Just now, I was reading another article, this one by DIY & Dragons (https://diyanddragons.blogspot.com/2019/01/8-abilities-6-3-or-4-ability-scores.html), and what they propose is that there are 8 fundamental stats built off of three dichotomies. Those dichotomies are: physical vs. mental, force vs. grace, and attack vs. defense. Now, something important here is that the attack vs. defense dichotomy doesn't mean exactly what it sounds like it means. Rather, "attacking" is when you do something, and "defending" is when something is done to you.
Putting these two articles together, it seems like the optimal choice is to go with a system of four ability scores, where the attack vs. defense dichotomy is ignored. This goes back to what Angry GM was saying about how your ability scores should be used to take action (e.g. "attack"), so instead of having separate scores for defending (being acted on), we'll just double up and use the same scores for both. This leaves us with four scores: physical force, physical grace, mental force, and mental grace.
This actually matches almost exactly an attribute system I came up with independently a while back. One difference was separating "macro" dexterity and "micro" dexterity, with feats of agility and acrobatics getting filed under the physical force stat. The physical grace stat was more of a Precision stat, so lots of hand-eye coordination, stealth, and I think I even included things like engineering and perception. Basically, the stat for thieves and craftsmen. In fact, you could have even referred to the four stats as "knight", "thief", "sage", and "bard". These weren't the names I used, though I did refer to these as sort of "class archetypes" to demonstrate what sort of character would most want that stat.
I'm not sure this is actually an improvement, though. Nor am I entirely sure I fully agree with either article I linked to. What do you think? And what are some alternative ability score systems you've used or seen? Do you think we should just add to what's already there? Split up or combine existing scores? Start from scratch with a new list? Let me know.
The other day, I was reading an article by Angry GM (https://theangrygm.com/your-ability-scores-suck/), and one of the fundamental points that he seemed to be making is that the primary purpose of ability scores is giving you different ways of interacting with the world. It's one of the reasons why CON feels like such the odd man out. CON isn't something you do, it's something that you use when things are done to you.
Just now, I was reading another article, this one by DIY & Dragons (https://diyanddragons.blogspot.com/2019/01/8-abilities-6-3-or-4-ability-scores.html), and what they propose is that there are 8 fundamental stats built off of three dichotomies. Those dichotomies are: physical vs. mental, force vs. grace, and attack vs. defense. Now, something important here is that the attack vs. defense dichotomy doesn't mean exactly what it sounds like it means. Rather, "attacking" is when you do something, and "defending" is when something is done to you.
Putting these two articles together, it seems like the optimal choice is to go with a system of four ability scores, where the attack vs. defense dichotomy is ignored. This goes back to what Angry GM was saying about how your ability scores should be used to take action (e.g. "attack"), so instead of having separate scores for defending (being acted on), we'll just double up and use the same scores for both. This leaves us with four scores: physical force, physical grace, mental force, and mental grace.
This actually matches almost exactly an attribute system I came up with independently a while back. One difference was separating "macro" dexterity and "micro" dexterity, with feats of agility and acrobatics getting filed under the physical force stat. The physical grace stat was more of a Precision stat, so lots of hand-eye coordination, stealth, and I think I even included things like engineering and perception. Basically, the stat for thieves and craftsmen. In fact, you could have even referred to the four stats as "knight", "thief", "sage", and "bard". These weren't the names I used, though I did refer to these as sort of "class archetypes" to demonstrate what sort of character would most want that stat.
I'm not sure this is actually an improvement, though. Nor am I entirely sure I fully agree with either article I linked to. What do you think? And what are some alternative ability score systems you've used or seen? Do you think we should just add to what's already there? Split up or combine existing scores? Start from scratch with a new list? Let me know.