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Thread: Bonus for Odd Ability Scores
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2021-05-16, 09:45 PM (ISO 8601)
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- Dec 2020
Re: Bonus for Odd Ability Scores
Instead of adding a mechanic that interacts with every odd numbered ability score, increasing complexity during play or character creation / levelling for a minor benefit… why not get rid of odd ability scores?
Because ability scores themselves currently do so little mechanically, the ability score modifiers could outright replace them. Instead of an 18 Strength, your fighter’s strength score could just be +4. No memorization of tables or constant dice rolls required. The game’s already confusing enough for new players with Actions, Bonus Actions, Weapon Attacks, and Attack Actions, so why not simplify it?
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2021-05-16, 11:46 PM (ISO 8601)
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- Jan 2005
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- Albuquerque, NM
Re: Bonus for Odd Ability Scores
+1 Kvess.
Was coming back to say exactly that. More "modern" d20 games are starting to do exactly that. Of course, then it comes back down to "but D&D started it, so it should stay, for tradition!" Which is about where I go into my rant regarding tradition for tradition sake blah blah blah.
So yeah, I'd be fully behind D&D sacrificing the sacred cow of Ability Scores and going right to Ability Modifiers. I hope WotC agrees with 6E...Trollbait extraordinaire
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2021-05-17, 01:12 AM (ISO 8601)
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- Feb 2018
Re: Bonus for Odd Ability Scores
While theoretically odd ability scores probably aren't necessary for a game design, you'd have to rework a lot of things about ability scores to try to cut them out of 5e. Rebalance point buy, racial mods, figure out what to even do about half feats. Especially for concerns of confusing new players, I feel like "replace all of this stuff in the book with these houserules" is probably even messier.
Though setting aside mess and the point buy and racial rebalancing, half feats seem like the biggest thing that's actually got something of a *potential* purpose for odd scores in 5e as is.Last edited by OvisCaedo; 2021-05-17 at 01:15 AM.
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2021-05-17, 01:13 AM (ISO 8601)
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- Jan 2006
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2021-05-17, 03:21 AM (ISO 8601)
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- Jan 2012
Re: Bonus for Odd Ability Scores
Why not just let Odd ability score break ties in favor of the Odd-ity? 17 strength +whatever mod beats 16 strength+whatever mod for whatever skill or check.
If a tie is had for resulting roll, just re-roll the d20s (assuming stat same modifier thinger).Last edited by animewatcha; 2021-05-17 at 03:23 AM.
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2021-05-17, 03:29 AM (ISO 8601)
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- May 2018
Re: Bonus for Odd Ability Scores
Last edited by MoiMagnus; 2021-05-17 at 03:29 AM.
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2021-05-17, 05:13 AM (ISO 8601)
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- Nov 2011
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- Waterdeep
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Re: Bonus for Odd Ability Scores
Personally neither. I know you’re specifically trying to add value to odd scores but having a difference in the + between ability checks, attack/damage rolls and saving throws is basically a PITA for anyone learning the game as well as veterans already familiar with D&Ds attribute score system.
For me and my table its too much trouble to remember and factor into rolls for the value it offers.
In the interest of being positive however may I suggest an alternative:
At specific stats you grant specific ribbon features. For example Int 13 and/or 15 grants you a bonus tool prof or language.
Now this is obviously a tiny bit of power creep but hopefully it can be directed at primarily social and exploration stuff and downplay combat, helps alleviate two problems at the same time and also doesnt cause any cognitive dissonance between numbermath which 5e deliberately tries to keep simple.
I remember DMguild having a big selection of ribbons collected into a single PDF which might be helpful in picking out some useful ones.Roll for it 5e Houserules and Homebrew
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2021-05-17, 07:29 AM (ISO 8601)
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- Jan 2005
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- Albuquerque, NM
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2021-05-17, 07:46 AM (ISO 8601)
- Join Date
- Oct 2019
Re: Bonus for Odd Ability Scores
In order to make the rule as KISS as possible and still meet your desire to add a little value to odd ability scores, I'd suggest:
Odd ability scores for Saves
Even ability scores for ability checks, attacks, damage, etc (everything BUT saves)
Assuming you use a character sheet with the saves written out, this is SUPER simple and you don't have to remember anything except at character gen and when an ability score is changed (ASIs and magic stuff). No math, no half points, no extra rolls, no tie breakers, ...
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2021-05-17, 11:12 AM (ISO 8601)
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- Sep 2015
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- where South is East
Re: Bonus for Odd Ability Scores
Trust but verify. There's usually a reason why I believe you can't do something.
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2021-05-17, 08:16 PM (ISO 8601)
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- Oct 2014
Re: Bonus for Odd Ability Scores
It's more work than the alternative (odd scores give a extra +1 on ability checks, instead of saves) because it will affect more situations with more monsters with more potential for takes, e.g. a beholder's saving throws say "Int +8, Wis +7, Cha +8" but you have to look elsewhere in the start block to determine that they're all odd and should now be Int +9, Wis +8, Cha +9.
It's probably also more powerful than boosting ability checks--you'll wind up with more Wis 13 PCs than Wis 14 PCs for example. But you may consider that more of a feature than a bug.
For me it's a bit too much. I want odd scores to be interestingly distinct from even scores, but a smaller change that works is better than a big change, and I feel like saves are slightly too big.Last edited by MaxWilson; 2021-05-17 at 08:20 PM.
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2021-05-17, 08:34 PM (ISO 8601)
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- Jul 2014
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- Avatar By Astral Seal!
Re: Bonus for Odd Ability Scores
I have a LOT of Homebrew!
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2021-05-17, 09:54 PM (ISO 8601)
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- Oct 2019
Re: Bonus for Odd Ability Scores
Fair point - I was assuming PC's only, and like JNA said - it's a small defensive buff.