Results 31 to 60 of 98
Thread: Why Modifiers?
-
2023-08-24, 12:42 PM (ISO 8601)
- Join Date
- May 2016
- Location
- Corvallis, OR
- Gender
Re: Why Modifiers?
I'm going with "if two or more proficiencies you have can apply (after checking with the DM), gain advantage on the check." But of course, the result has to match all the proficiencies you applied. So straight wisdom (insight) doesn't give you advantage, but gives you the broadest range of outcomes. But wisdom (insight + religion) might only give you info about how well a priest is fitting his ostensible religious beliefs. But you get advantage.
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
-
2023-08-24, 12:53 PM (ISO 8601)
- Join Date
- Sep 2015
- Location
- Maine
- Gender
Re: Why Modifiers?
Nice. That would definitely make knowledge investments more appropriate. I'm doing something similar but the second "skill " is based on background and also frames how the GM would give the information back. The scholar priest would know a thing or two about dragons but the worldly former soldier trader has more of an applied understanding of why you might want to avoid them.
Im a fan of anything that promotes makes fully fleshed out characters with a little variant in their background and foci.what is the point of living if you can't deadlift?
All credit to the amazing avatar goes to thoroughlyS
-
2023-08-24, 01:12 PM (ISO 8601)
- Join Date
- May 2016
- Location
- Corvallis, OR
- Gender
Re: Why Modifiers?
I treat "this is a substantial part of your background" as reasons for auto-success or converting a binary (success/failure) into degrees of success, especially for information checks. The sailor wants to walk on a thin branch (much like the spar of a mast)? Probably just going to let them do that. The soldier wants to know about a mercenary badge (from an area close-ish to where he served)? Great, I just give him the info. The scholar looking at a mural might go degrees of success--he's guaranteed to get something, but the higher he gets, the more details he extracts. Etc.
I like when characters know about the world and I can just feed information through the appropriate character. I dislike "alien" characters (where "alien" might be "from very far away") because I can't just set a reasonable "any reasonable competent adult in <area> would know that..." baseline as easily.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
-
2023-08-24, 01:15 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- The Old West
Re: Why Modifiers?
Modern D&D probably still uses it because it's D&D. Whether or not maintaining that identity is a good reason is a personal opinion.
The system itself exists originally because the modifiers applied to different tasks were usually different. So if you had a +1 to hit because of a high Strength score in pre-WotC D&D there was no guarantee you had any bonus to damage. And at a +3 to hit you might only have +1 to damage and a slightly larger % chance to force open doors. These are examples, I don't actually remember the break down. And I don't think bonuses even scaled evenly across stats, so like your bonuses for Int weren't comparable in any capacity to your bonuses for Str.
So the rolled number served to give you a specific spot on the table to look up while keeping characters relatively uniform (so you don't end up with no bonus to hit, but +5 damage or something). WotC simplified this system in 3e, so that you still rolled in a fairly traditional way, but you didn't need to look up a table every time you played because it was consistent across stats and your bonus to anything based on a stat was always one number. Additionally, at least up to 3.5, ability drain and ability damage were actually fairly common hazards, which meant that having the score itself be higher than the bonus mattered when you could take 1d6 or more ability damage and either die or go into a coma at 0Last edited by Luccan; 2023-08-24 at 01:17 PM.
Avatar by linklele
Spoiler: Build Contests
E6 Iron Chef XVI Shared First Place: Black Wing
E6 Iron Chef XXI Shared Second Place: The Shadow's Hand
-
2023-08-24, 01:47 PM (ISO 8601)
- Join Date
- Sep 2015
- Location
- Maine
- Gender
Re: Why Modifiers?
Im using a traveler's inspired mini game for character gen so there is a big possibility for them to have at least have a passing acquaintance with the area and each other. I'll write up a fast forward version but honestly i think rolling up stats is the least interesting part.
what is the point of living if you can't deadlift?
All credit to the amazing avatar goes to thoroughlyS
-
2023-08-24, 04:18 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Re: Why Modifiers?
They did not in the original game, nor in AD&D (although it got closer in AD&D) but in B/X and BECMI, that consistency appeared.
18 was a +3, 16-17 was a +2, 13-15 was +1, 9-12 was +/- 0, 6-8 was -1, 4-5 -2, and3 was a -3. That was about 16 years before 3e, and I think that when they chose to unify the editions in 3e someone found that general consistency appealing. (And I still do).
WotC simplified this system in 3e, so that you still rolled in a fairly traditional way, but you didn't need to look up a table every time you played because it was consistent across stats and your bonus to anything based on a stat was always one number. Additionally, at least up to 3.5, ability drain and ability damage were actually fairly common hazards, which meant that having the score itself be higher than the bonus mattered when you could take 1d6 or more ability damage and either die or go into a coma at 0Last edited by KorvinStarmast; 2023-08-24 at 04:19 PM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2023-08-24, 04:31 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- The Old West
Re: Why Modifiers?
Indeed we do, but it's much more rare than in previous editions, I think. A lot of undead still have it, which is fitting, but not much outside that and unfortunately I don't find myself often fighting undead in 5e. I'll have a chance to deploy them when we restart my campaign, though
Also, reduction to other stats should definitely be more common. More that reduce Dex would be welcome, given its god stat nature in this game. Give Strength warriors a break for once!Avatar by linklele
Spoiler: Build Contests
E6 Iron Chef XVI Shared First Place: Black Wing
E6 Iron Chef XXI Shared Second Place: The Shadow's Hand
-
2023-08-24, 04:34 PM (ISO 8601)
- Join Date
- Aug 2022
Re: Why Modifiers?
Yeah. I think it's mostly just for historical reasons. Modern D&D rarely actually uses the actual stat scores for anything (but there are still some things). Would be intreresting to just eliminate the stats (or just change them into the modifiers) and adjust the smalish things that directly affect stats to just directly affect the modifiers instead. I suppose the only lingering bit is that the stats are part of your actual person, and some things that drain stats may have effects beyond just lowering your ability modifiers (like say dying when a stat reaches zero, versus "your modifier just keeps going more negative).
That, or you normalize all modifiers to be bonuses, but then you have to make a bunch of other adjustments to target numbers too.
I have always found the modifiers to be strange, since they are all just directly about a single stat. In RQ, there are skill category bonuses, but they are almost all based on a combination of stats. So Agility takes into account dex, str, and siz, for example (and different stats may have different weight in each bonus). There's only one actual bonus that is based on just a single stat (knowledge bonus is basically just INT-10). This has the effect of making it a bit less advantageous to just focus on a single stat. Different stats will have different amounts of effects on just about everything you do. On the flip side, stat training is a thing, and not just something you get as you gain levels, so it's more common for older and more experienced characters to just have higher stats (and thus higher bonuses) across the board. Also, training up a stat may actually improve multiple category bonuses instead of just one.
But yeah. It does seem odd to have a stat and a modifier based entirely off just that stat.
-
2023-08-24, 09:11 PM (ISO 8601)
- Join Date
- Oct 2009
- Location
- In my library
Re: Why Modifiers?
Here's a wild idea: we remove the idea of 'finesse weapons' and make INT useful for something (initiative? Bonus tool/language proficiencies? I'm sure there's other options but they don't spring to mind). That should make it a fair bit harder to treat STR and INT as dump stats, which mostly leaves CHA (I'd add in 'scrounge up a relevant contact' rolls into the game and run them off of CHA). But honestly the first thing my 5e hack did was cut the stats down to four (Physique, Grace, Wisdom*, and Presence), which to me seems to improve the balance somewhat.
I'm heavily considering gutting 'ability scores' like everybody else and going with modifiers from -2 to +5 (maybe +7 for some classes). But that's because I've reworked the only player-facing rule that actually used them, and I'll likely keep some kind of random score generation table.
* Actually closer to D&D INT than WIS, but it's a better name and does keep the non-willpower aspects.
-
2023-08-24, 10:49 PM (ISO 8601)
- Join Date
- Oct 2009
- Gender
Re: Why Modifiers?
It makes more sense in 3/.5 where there are things that use one or the other. 5e and other systems don't use ability damage much though, so it feels redundant.
I think it was an angry DM article, but it was a rant about how systems copy d&d without any understanding of context in either direction.My sig is something witty.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
-
2023-08-25, 08:26 AM (ISO 8601)
- Join Date
- May 2015
- Location
- Texas
- Gender
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
-
2023-08-25, 09:52 AM (ISO 8601)
- Join Date
- Sep 2015
- Location
- Maine
- Gender
Re: Why Modifiers?
what is the point of living if you can't deadlift?
All credit to the amazing avatar goes to thoroughlyS
-
2023-08-25, 10:28 AM (ISO 8601)
- Join Date
- Aug 2009
Re: Why Modifiers?
But is it actually ubiquitous?
I can honestly not think of any game that does is besides D&D derivatives.
Fate doesn't do it. PbtA doesn't do it. World of Darkness doesn't do it. Savage World doesn't do it. 2d20 (Conan, Star Trek Adventures) doesn't do it. The Free League games (Mutant: Year Zero, Forbidden Lands, Coriolis, Alien etc.) don't do it. d100 (Chutullu et. al.) doesn't do it. GURPS doesn't do it. DSA doesn't do it.
-
2023-08-25, 04:37 PM (ISO 8601)
- Join Date
- Oct 2009
- Location
- In my library
Re: Why Modifiers?
-
2023-08-26, 12:34 AM (ISO 8601)
- Join Date
- Aug 2009
-
2023-08-26, 07:42 AM (ISO 8601)
- Join Date
- Sep 2015
- Location
- Maine
- Gender
-
2023-08-26, 08:45 AM (ISO 8601)
- Join Date
- Oct 2009
- Location
- In my library
Re: Why Modifiers?
So do the various AGE games, although they set the average at one rather than zero (Modern AGE is one of my preferred D&D alikes). You just end up having a stat generation table rather than a stat modifiers table.
I believe Pathfinder 2.1 is also moving to just having modifiers, and I think it lands soon.
-
2023-08-26, 09:09 AM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Bristol, UK
Re: Why Modifiers?
I wouldn't be surprised if it turned out that the 3e designers started with something 'neater', found that it didn't work with their goals, and had to patch it into something that did. 3rd edition borrows much of its basic 'chassis' from Ars Magica, which I think at the time was already using -5 to +5 with a score of zero as the human average in a stat. For a D&D game though, a 3 - 18 range is more familiar to its target audience.
If I had to guess what happened, they started with a +10 to -10 system (to fit the change from d10 to d20), changed it to a 3 to 18 system to make it more familiar to existing D&D players, and then decided either that numbers in general were too high as a result, or that ability scores were being emphasised too much. Possibly even both.Last edited by lesser_minion; 2023-08-27 at 05:10 AM.
-
2023-08-26, 09:55 AM (ISO 8601)
- Join Date
- Feb 2016
Re: Why Modifiers?
The problem I have with the ability score modifiers is the unnecessarikt complicated way they did it. They could have just bumped up all the DCs by 5 had had the modifier simply be your ability score divided by 2, but instead they did this weird thing where you have to subtract ten first and sometimes the numbers are negative, and then you have to round to the nearest whole number even though multiclassing and stuff would work better if we tracked fractional modifiers but that's a whole different kettle of fish
Last edited by Bohandas; 2023-08-26 at 09:59 AM.
"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
Omegaupdate Forum
WoTC Forums Archive + Indexing Projext
PostImage, a free and sensible alternative to Photobucket
Temple+ Modding Project for Atari's Temple of Elemental Evil
Morrus' RPG Forum (EN World v2)
-
2023-08-26, 10:20 AM (ISO 8601)
- Join Date
- Dec 2010
Re: Why Modifiers?
The offset by 10 doesn't bother me, but I really dislike the divide by 2.
Like, 10 offsets make sense on a d20 system since that's the average result of a roll, so if your modifier was just stat minus 10, that would mean that your stat value equals the average result of a raw stat check (well, within 0.5). That would actually be pretty legible - someone with a Str 15 has a 50/50 shot at a DC 15 check, etc.
-
2023-08-26, 02:01 PM (ISO 8601)
- Join Date
- Nov 2018
Re: Why Modifiers?
There are a few monsters that hit other stats in 5e. Some demons reduce CHA, and I’ve seen some creatures that reduce DEX, with you turning into stone if you hit 0, but that may have been something custom for an adventure, not an official monster.
There are quite a few OSR games that deal stat damage after you plow through your HP (so your HP are effectively how much damage you can take before going into a death spiral of reduced effectiveness). Neoclassical Geek Revival does this across the board, for example.
-
2023-08-26, 02:18 PM (ISO 8601)
- Join Date
- May 2021
Re: Why Modifiers?
The negative thing is the real issue. A range of +0 to +10 is mathematically the same as a range of -5 to +5, so there's no mechanical reason you need the penalties. And having them makes anything that lets you add a stat bonus you don't normally (or stops you from adding one you normally do) more complicated, because now you have to deal with negative modifiers that flip whether adding your stat is desirable or not.
Also tracking fractional modifiers sounds like a huge pain in the ass. Dice produce whole numbers, stuff that interacts with dice should be done in whole numbers.
Having a separate stat and bonus can be useful (e.g. carrying capacity in 3e is keyed off your your STR score, not your bonus) because it gives you more granularity. It also makes ability damage or ability score penalties less punishing. The problem is that there are a lot of cases where it's not particularly useful. It's hard for me to figure out even a hypothetical case where I could slice Intelligence or Constitution narrowly enough that I'd want the extra granularity.
-
2023-08-26, 04:18 PM (ISO 8601)
- Join Date
- Dec 2010
Re: Why Modifiers?
I think ability damage/drain would be improved compared to 3e if all of the 1d4 sources were replaced with 1d2 or just 1 point, 1d6 with 2 points, etc; and each point of damage was a -1 to associated checks, but you didn't die until zero (so effectively you have twice the buffer before ability damage becomes lethal). And rather than having size categories modify ability scores directly, have everything they do be in the form of size penalties or size bonuses to AC/attack/etc. That would make things like Shivering Ray less dominant against big creatures as a direct kill strategy, while still allowing it to be quite a potent debuff. Carrying capacity doesn't really need the granularity I think.
Having chargen stats be responsible for a -4 to +8 range on dice rolls is a bit more extreme though. I'm curious about it, but it'd probably even more encourage hyper-specialization. That's one of those 'I want to figure out how to make this work' rather than 'this seems like a good idea' things. Seems closer to functional with the skill system (you could just allow investing up to 6 points in a skill at chargen rather than 4, give classes more skill points in general to soften the impact of points from Int, and its probably okay) than it is with to-hit/AC/saves/DCs of spells. I suppose you could do something where Str/Dex only modify damage rolls and never to-hit rolls, keep effectively the same Max Dex armors currently have, and have to-hit only get modified by BAB, enchanted weapons, and buffs.Last edited by NichG; 2023-08-26 at 04:23 PM.
-
2023-08-26, 06:21 PM (ISO 8601)
- Join Date
- Nov 2022
Re: Why Modifiers?
Having a number and a derived number makes a difference in presentation and visual impact.
Having Strength 18 vs. Strength 10 seems bigger than Strength +4 vs. Strength +0.
D&D uses that a little, but (for example) Champions uses that more: a super-strong PC might have Strength 50, which I think seems significantly more impressive than Strength +8 (ordinary human is strength 8-10). (but it uses a 3d6 system, so +8 is actually a pretty big modifier)
(and, to be clear, Strength 50 is enough to pick up an elephant, this is supposed to be an impressive number)
Further in said system, Strength 50 is 50 points worth of Strength; if you want 10 more, you spend 10 more points on Strength.
One could also make it a +50 modifier to checks, but that would basically require going from a 3d6 system to either 3d6*5 (super-mathy) or abandoning the bell curve and rolling d-percentiles, to get to the same end point.
(I feel this example is worth pointing out because it shows this kind of model isn't just a D&D thing, and because the extreme case shows some of the effects you can get)
-
2023-08-26, 11:06 PM (ISO 8601)
- Join Date
- Apr 2023
Re: Why Modifiers?
Roll N dice, N = your rank in the related trait.
Each die showing X or higher is a success.
Target number is either an opposed roll or threshold set by GM.
-
2023-08-27, 03:45 AM (ISO 8601)
- Join Date
- Mar 2020
Re: Why Modifiers?
"Why modifiers?" depends on what those modifiers are used for and how they work.
D&D had been talked to death, so let me talk about Praedor instead. Like D&D, Praedor had six abilities with 3 to 18 range. It is a roll under system, where starting value of any skill is half of an ability's value. There are also some derived values and modifiers for carrying capacity, blood points, deep wound threshold, damage and other parts of the system that do not roll by rolling under. For example, damage is just an added value that goes up and is substracted from blood points; blood points are a resource that goes up and down; damage is compared to deep wound threshold and results over that value cause deep wounds; carrying capacity is in real weight units and so needs a multiplier to derive from ability. These additional parts do not neatly reduce to the base roll under system and removing the loses functionality.
-
2023-08-27, 07:23 AM (ISO 8601)
- Join Date
- Feb 2016
Re: Why Modifiers?
Or maybe not actually using fractional modifiers then, but changing where things get rounded. As written everything gets rounded down at least twice, possibly much more if the character is multiclass (the base bonuses and the stat bonuses all get seperately rounded) but I think they should be added together first and then rounded once at the end so that you don't get multiclass characters with weird stats
"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
Omegaupdate Forum
WoTC Forums Archive + Indexing Projext
PostImage, a free and sensible alternative to Photobucket
Temple+ Modding Project for Atari's Temple of Elemental Evil
Morrus' RPG Forum (EN World v2)
-
2023-08-27, 10:39 AM (ISO 8601)
- Join Date
- May 2021
-
2023-08-27, 12:51 PM (ISO 8601)
- Join Date
- Apr 2023
-
2023-08-27, 03:04 PM (ISO 8601)
- Join Date
- May 2021
Re: Why Modifiers?
The only real class-level issue with the full casters is that the Druid and the Cleric learning all the spells from their class automatically is stupid. The majority of the problems are with the spells, not the classes. planar binding is exactly as broken whether you are getting it as a Wizard, a Sorcerer, or a Dread Necromancer. In fact, it would be colossally more broken if it worked like a Fighter's feats and taking it meant you could just use it as much as you wanted.
Conversely, Rogue 3/Wizard 3/Cleric 3/Druid 3 is almost unplayable in a 12th level adventure, which is massively more of an issue than the vast majority of Wizards, who are simply going to cast combat spells like acid fog or flesh to stone that are entirely unobjectionable from a power-level perspective. And, worse, it's much less clear how you're going to fix it, because here the problem actually is with trying to stitch together four 3rd level characters into a 12th level character, not simply specific abilities (and it gets even worse if you start letting classes have unique mechanics for their powers).