Altering powers

Post/Author/DateTimePost
#1

stargazer_dragon

Jul 25, 2011 4:26:15

just a though nothing seriouse, but what would be the effect of removing ability modifiers from powers. Do you guys think it would make the char/ power more boring since they would seam more like others of there same class or do you think it a good thing by allowing ability scores to have more of a rp/skill effect.

I am more refering to removing Ability modifier to most things they pertans to by the following method.

Basicaly replace all areas where there is a ability modifer and repalce it with a set number.

So dex VS Reflex would become +4 VS reflex instead (+5 for the few classes that lack a secondary trait)

The powers would gain +1 to that base every 8 LV so +1 at Lv 8/16/22/30

This keaps the powers to the assumed to hit numbers without having to alter stats to fit the class, stats would then be used for skills and to describe your char rather then other effect (as to say HP/Initiative/Powers would all be changed to a set number based on the most likaly build for the char)

You could even perhaps give stats a mild effect like a +1 to rolls that normaly relied on a ability score if that ability score was your highest ability score.

No clue if I got the idea acrost is late but was just kinda a curiosity of what people thought as it would be relitivly easy and mathmaticaly sound to remove the variables in powers but not sure if it would be a desired effect or if it would take something awaye that might make the game less fun

#2

pluisjen

Jul 25, 2011 6:32:05
I personally like the idea of removing roleplaying from your ability scores one way or another. But I think a lot of people won't.
#3

slobo777a

Jul 25, 2011 7:58:04
The only problem I see with this is ruling on multi-class abilities fairly. On the one hand it would be great if for example that the Warforged Shaman/Warlock build I had in mind worked more than just conceptually. On the other, there might be a few exploits hanging about.

Ability scores are used in a lot of places though.

However, I really do have trouble nowadays seeing what the point of keeping the 1970's ability score system is, given that a significant number of the rules are there to keep it propped up, and are over-complicated as a result. Simply ranking things such as skills, encumbrance, surges, defences etc currently determined by ability scores from "best to worst", or making them top-level stats (as opposed to derived from the old ability scores) could be far more sensible than the current math, and then the add-on math to balance the broken math (which itself is open to breakage).
#4

ToeSama

Jul 25, 2011 10:58:47
However, I really do have trouble nowadays seeing what the point of keeping the 1970's ability score system is, given that a significant number of the rules are there to keep it propped up, and are over-complicated as a result. Simply ranking things such as skills, encumbrance, surges, defences etc currently determined by ability scores from "best to worst", or making them top-level stats (as opposed to derived from the old ability scores) could be far more sensible than the current math, and then the add-on math to balance the broken math (which itself is open to breakage).



Mostly as a novelty I would assume. Plus you try and remove something as profound and familiar with players as the classic stat array, and heads will more than likely roll on more than one occasion. People are touchy about stuff like that for some reason.

That being said, I'd like to see things divided between "Physical" and "Magical" categories now myself. A fighter swinging a broadsword would use a "Physical" attack rating, while a Wizard casting Fireball would use a "Magical" one. Mix and match as needed, with growth rate build into the class to keep them growing at the expected rate. Would also be a good way to divide defenses to match. Attacks could target one or the other as determined by the nature of how the attack affects the target rather than anything inately damage based. A melee basic and Fireball, for example, would target Physical, as they are doing Physical damage, where as an Illusion spell or an attack that terrifies the enemy through a Physical means could target the Magical defense instead, as it's more spiritual in nature of it's outcome to a degree.

Though such a system would probably take great efforts to test and balance out before it would be ready for proper use, and might actually run numbers in a more complicated manner than 4e does with its current design, so it's mostly food for thought if anything...