| Post/Author/DateTime | Post |
|---|---|
| #1stargazer_dragonJul 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. |
| #2pluisjenJul 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. |
| #3slobo777aJul 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). |
| #4ToeSamaJul 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... |