Fractional Ability mods [Archive] - Wizards Community

Post/Author/DateTimePost
Grax

02-29-08, 02:44 PM
I don't know if anyone has thought of this before, but it seems to me that you can apply the same concept in Unearthed Arcana about fractional BAB/Saves to ability modifiers by assuming that each point of ability score (above or below ten being positive and negative respectively) counts for 1/2 a point of modifier.

Why would you want to do this? Because when you multiply your modifiers you end up with different values, as with the case of using a weapon two-handed as follows:


ONE HANDED TWO HANDED TWO HANDED W/ FRATIONS
Str. Mod Mod Mod Math
11 +0 +0 +0 (0.5 x 1.5 = .75)
12 +1 +1 +1 (1.0 x 1.5 = 1.50)
13 +1 +1 +2 (1.5 x 1.5 = 2.25)
14 +2 +3 +3 (2.0 x 1.5 = 3.00)
15 +2 +3 +3 (2.5 x 1.5 = 3.75)
16 +3 +4 +4 (3.0 x 1.5 = 4.50)
17 +3 +4 +5 (3.5 x 1.5 = 5.25)
18 +4 +6 +6 (4.0 x 1.5 = 6.00)
19 +4 +6 +6 (4.5 x 1.5 = 6.75)
20 +5 +7 +7 (5.0 x 1.5 = 7.50)
21 +5 +7 +8 (5.5 x 1.5 = 8.25)
22 +6 +9 +9 (6.0 x 1.5 = 9.00)

As you can see it makes for a smoother progression by eliminating the 2 point jumps from 17-18 and 21-22. The pattern continues eliminating jumps at 25-26, 29-30 and so on.
nonsi

03-01-08, 11:47 AM
It does make sense, but I don't know of any other case in which you multiply an ability mod by 1.5 and I can't imagine what kind of DM would want to lookup a table every time he brings something wielding a 2H-weapon (or take the time to remember STR13, STR17, STR21... ).

The pain just aint worth the gain and +1 to dmg is quite rarely significant.