DDI Character Generator - Stats not Increasing with level?

Post/Author/DateTimePost
#1

edge_of_reality

Oct 31, 2011 23:25:42
No matter what kind of character I use, their modifiers are not increasing with level as is normal for a character (e.g. a 10 at level 1 is +0, but at level 3 it is +1).

Is there any idea what might be causing this? 
#2

slobo777a

Nov 01, 2011 6:13:05
Stat modifiers do not in fact increase with level.

Check that your skill modifiers (which are stat modifier +1/2 level) and defensive bonuses in light armour (Int or Dex modifier plus 1/2 level) etc are increasing as you expect. If they are, nothing is wrong.

It was all working fine last night when I levelled up my character.
#3

Mand12

Nov 01, 2011 9:25:57
To clarify, the character sheets display your ability score (e.g. 14) and ability modifier (e.g. +2) , but they also display your ability check modifier (e.g. +2 + 1/2 lvl). 

The difference between the ability modifier and the ability check modifier is one of the most common sources of confusion for new players.

Ability checks only happen in specific circumstances.  Rolling initiative is a Dexterity check, as an example.  Making a Strength check may be asked for by your DM.  These checks get the 1/2 level increase.

Ability modifiers don't depend on your level, they depend only on your current ability score.  A 14 Str means that your Str modifier is always +2.  These are the numbers you use when powers reference ability modifiers, e.g. Hit: 1[W]+Strength modifier damage.  With a 14 Str, this will be +2, whether you're level 1 or level 30.
#4

Marandahir

Nov 02, 2011 11:09:21
To clarify, the character sheets display your ability score (e.g. 14) and ability modifier (e.g. +2) , but they also display your ability check modifier (e.g. +2 + 1/2 lvl). 

The difference between the ability modifier and the ability check modifier is one of the most common sources of confusion for new players.

Ability checks only happen in specific circumstances.  Rolling initiative is a Dexterity check, as an example.  Making a Strength check may be asked for by your DM.  These checks get the 1/2 level increase.

Ability modifiers don't depend on your level, they depend only on your current ability score.  A 14 Str means that your Str modifier is always +2.  These are the numbers you use when powers reference ability modifiers, e.g. Hit: 1[W]+Strength modifier damage.  With a 14 Str, this will be +2, whether you're level 1 or level 30.



Initiative is an Initiative Check, not a Dexterity Check – it USUALLY takes Dexterity mod, 1/2 level, and misc initiative bonuses into account, but remember that Battlewise can make it Wisdom mod instead of Dex mod, amongst other things.  If you're going to try your hand at explaining the complexity that is Ability Checks (one of the most poorly understood elements of 4e), please try not to make basic mistakes like that one.

Ability Checks ONLY come into play when the character attempts to do something not governed specifically by a skill.  Drawing on knowledge that doesn't fall into History, Arcana, Religion, Nature, Dungeoneering, or Streetwise means making an Intelligence Check.  Attempting to force an iron grate off a sewer drain to enter a passageway is a Strength check. 

Your DM might make passive ability score checks for you on general features – like if someone is naturally attracted to you or not – passive Charisma. 

It's hard to think of situations when you would use Ability Score checks for most abilities – mostly because the skills have been made versatile enough that in most cases, you get the bonus from your skill check as well (or unfortunately, the negative if you have an 8 or 9 in that stat and no ways to mitigate it…).  But in those rare cases when you don't know what skill something would fall under, you can normally make an ability check.

I know of several game designers and DMs that actually prefer to use ability checks more often than not – that it would simplify gameplay to just make checks off ability scores, rather than off skills.  But I think this runs the problem of someone being well trained in a skill they don't have as a primary or secondary ability score mod.  It makes you terrible at everything you're not focused on, and ruins generalists. 

It really depends on the DM, but I rarely see ability checks come into play.  Hint: avoid powers like that one History Utility skill at-will that allows you to use History instead of Int-checks.  It's not about using History to make Int-attacks; it's for the rare times you need to check for knowledge not governed by another skill. 
#5

Mand12

Nov 02, 2011 14:34:53
Go read your PHB.  Initiative is a Dexterity check, says so right there.  Bonuses to Dexterity checks also affect Initiative.

This may have been removed in the RC, but I can't verify at the moment.
#6

Marandahir

Nov 03, 2011 7:45:29
Go read your PHB.  Initiative is a Dexterity check, says so right there.  Bonuses to Dexterity checks also affect Initiative.

This may have been removed in the RC, but I can't verify at the moment.



  I shouldn't have been so harsh.  Player's Handbook indeed claims that Initiative is a Dexterity check, and follows the normal rules for Ability score checks.  However, this is outdated as of Rules Compendium, which does not make such a claim, calling it solely the Initiative check, and that it follows the normal rules for checks.  The reasoning here is that there are many rules that break the rule that it's based off Dexterity, and claiming it is a Dexterity ability score check may confuse players. 

But indeed, the difference is stunning.  Here's the description from the Player's Handbook:
 
"Before the first round of combat, you roll initiative. Rolling initiative is a Dexterity check and follows the normal rules for ability checks. The DM rolls initiative for your enemies."

There is also a sidebar below the next paragraph, saying:

"To determine a combat encounter’s initiative order, roll initiative. To do so, make a Dexterity check. Roll 1d20 and add the following:

✦ One-half your level
✦ Your Dexterity modifier
✦ Any bonuses or penalties that apply

The result is your initiative for this encounter."


In both comparison and constrast, here's the description from the Rules Comparison.


"Before the first round of combat, each combatant rolls initiative. Rolling initiative follows the normal rules for making a check:

1. Roll a d20.
2. For an adventurer, add his or her initiative modifier (page 80), which is typically just his or her Dexterity modifier.  For a monster, add the initiative modifier noted in its statistics block.
3. Add any bonuses or penalties that apply.

The result of the check determines the creature's initiative for the encounter."



#7

Mand12

Nov 03, 2011 8:35:45
RC 66:  "In every battle, the participants act in an order determined by Dexterity checks that they make at the start of the battle. Making those checks is called rolling initiative"