Thoughts On Ability Scores

Thinking About Ability Scores

I started this post back on January 1, 2018 after spending some time the prior weekend thinking about ability scores and the classic 3-18. This was prompted by the 1e/2e character sheet on Roll20, where it defaults to 10 on all the abilities.

Since the average on a d6 is 3.5, this results in 10.5 for 3d6, which rounds up to 11.

Player characters are generally considered to be “heroic” or above average, one could use 10 + 1d8, for 11-18 for abilities. This will generate abilities on average of 14.5, which rounds to 15. Now there is the problem of every character is way above average. Some may not consider that a problem.

1e DMG p. 11 Methods 1-4 are presented.

I use 4d6 drop the lowest (Method 1) for character generation. I have a House Rule for my 1e campaign to get to play a class requiring special minimum scores.

But I Want It:

Players wishing to play a class in AD&D 1e who don’t roll the stats for it, can set the minimum stats for those ability scores that are pertinent, but all other stats will be rolled on a d4+8 making their range 9-12.

1e UA p. 74 adds method 5 where each class rolls a different amount of dice for each ability, making it more likely to get the scores needed to reach the minimums required for specialty classes, such as druids, rangers, and illusionists.

5e PH p. 13 – Roll 4d6, drop the lowest, or use 15, 14, 13, 12, 10, and 8. (Score – 10 = x. Divide x by 2 to get modifier.) Or use 27 points to boost scores that all start at 8, but can’t go higher than 15. Then add racial bonuses. A human could end up with three 14’s and three 13’s after applying racial bonuses, having three scores at +2 and the other three at +1. With a barbarian, the first class in the book, it gets 4 chances to raise an ability 2 points, or two abilities by 1 point, with a max of 20. So a barbarian that lives to level 19, has 8 points that can be added to other abilities. So one of those 14’s can go to 20, and another to 16, for a +5 and +3 bonus.

Swords & Wizardry basically does 3d6 in order and 13+ is +1 and less than 7 or 8 is -1. The exact score is not that important.

Skills

This comes back to the issue, do you like a game where you need a high score to stand a chance of success, or a game where player skill negates the importance of the exact number on an ability?

At what point on the scale do skills fall? Only class specific skills, but anyone can start a fire, not just rangers, or a comprehensive system that covers what a character can do. My preference is that anyone can start a file, but rangers, druids, and someone with a secondary skill like hunter or forester can start a fire in the rain.

XP Idea

I made some notes for an idea on making my own retroclone over a year ago. Nothing organized, just some rough ideas. How to handle XP is something all making a retroclone need to address.

My idea use a base XP chart that is used for all characters with the base “Adventurer” class. Additional XP is required if you want fancier skills, like magic. To have magic perhaps double the XP needed for each level. Other skills like thieving skills use 1.5 times the base. This post is already long, but the idea is to have categories or groups of abilities or skills that are a package to make one’s own custom character. Since non-humans tend to have special traits, those would also require more XP to level.

Or a system with no XP and no level advancement. How would you handle a character getting better at code breaking or fighting? With practice, one gets better. But how to gamify that in a simple way that scales and there is balance between characters of similar “level?”

It comes down to how crunchy do you want your system?

The more I delve into trying to make my own game, the more I come back to wanting something light/simple/quick.

Basic, S&W, Delving Deeper, Black Hack, etc. are looking more appealing. The teaming masses of new players today, are focused on 5e, and the style of play that they see online in shows like Critical Role and Maze Arcana. They don’t get what more experienced players know, The rules aren’t the game, and don’t really matter. We just need a mutually agreed framework for generating consistent results when it comes to rolling the die.

I’m not sure I like the story game thing where you can override parts of the narrative you don’t like. Yes, it is a game, and we should play what we like, but I think there should be a chance for complete failure or nail-biting success. The idea of yes/and, or no/but is interesting, but how to model that for the style of play I prefer?

Points On The Spectrum

Tables and charts necessitating reference to the book or a GM screen, or target numbers that are easy to calculate? Bonuses and penalties that players need to keep track of and modify their rolls quickly, so that game play doesn’t halt while they figure it out?

Other Systems

d7 system, the one live play I watched seemed interesting. I need to know more about that..

I’ve read Maze Rats and like the super simple system there. A new system more compatible with other OSR games and retroclones is in the works.

What other ways deal with skills? d20/roll under stats or roll under stats on xd6/etc? I’ve read some that use saving throws for skills, or replace saving throws with rolling under vs. stats.

Conclusion

My desire for simplicity is twofold. First, as a GM, I want a game where the rules are simple enough that all can grasp and it easy to run with minimal or no referral back to a book or screen during a game.

Second, simple is also better as a player. This is especially relevant for those new to RPGs. The fewer and less complex the fiddly bits, AKA the rules, the easier for new players to get into it.

I put out a call across my social media sites for what tips and tricks GMs have for minimizing what they need at the table. I will pull that together into its own post soon.

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