How big a role do ability Modifiers play in your game. I ask, because the White Box range is -1, +1 where it even exists. 3d6 in order isn't a big deal in such an setting. AD&D has a range (mostly) of -4 to +4 and I see where the 4d6 drop the lowest and arrange as you will came into play, as ability modifiers greatly effect what a character can do well (or not.)
Do you prefer the lower spread of ability modifiers, the larger spread or somewhere in between?
Dracula, The Hunters' Journals: 3 November; Dr. Seward's Diary
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Quick update from Dr. Seward.
[image: Dracula - The Hunters' Journals]
*Dr. Seward’s Diary (cont).*
*3 November.—We heard at Fundu that the launch had go...
2 hours ago
The game I currently play has a range of +/-3 for ability modifiers. However, the +1 doesn't kick in until a 13, +2 at 16 and only an 18 gets a +3. Playing with 4d6 drop the lowest for abilities means that approximately 76% of scores fall in the +/-1 or 0 category. I tend to like that. It means that eventually level and skill are going to mean more than sheer ability. Of course, ability still helps.
ReplyDeleteIn Eldritch Shadows the modifiers themselves are rarely used outside of combat and keep the Whitebox -1/+1. However the ability scores themselves are used for saves and checks. I.E. If you want to bash open a door you roll under your strength.
ReplyDeleteSame as EG above, I ditched most of the crazy swings and went back to the +/-3 spread and breakdown from B/X. I also force in order, but DO allow 4d6 and drop the lowest.
ReplyDeleteI prefer AD&D-style mods. I like fighters to be significantly better at dishing out melee damage than magic-users, for example, and higher STR mods achieve this.
ReplyDeleteIf you use attribute checks a lot (as I tend to do), a wide spread of bonuses seems superfluous. I use the 0e-ish -1 to +1 spread for combat and derived scores.
ReplyDeleteIf you use attribute checks a lot (as I tend to do), a wide spread of bonuses seems superfluous. I use the 0e-ish -1 to +1 spread for combat and derived scores.
ReplyDeleteI'd prefer to drop attribute mods almost all together, and replace them with class based bonuses. I want Fighters to hit harder and more often, and while a high strength helps with this, it means that a Fighter has to have a high strength--which means having a low strength (or even average) an effective penalty. Fighter A with 18 is a completely BETTER fighter than one with strength 12. Attributes can also allow for odd competence outside of class, like a Thief being stronger, and this better at dealing damage, than a fighter of similar level. Other than feats or extremely rigid class design, I'm not sure how to accomplish this, though.
ReplyDeleteas others have mentioned the ability mod range depe nds on how imortant you want class and level to be. i also think low modifiers for ability scores increases the impacgt of magical weapons and armor, a +2 sword is a heck of a lot more impressive an important in a campaign where few characters will have such a modifier.
ReplyDeleteI still prefer using the ability score itself, then roll a D20 equal to or under that score +/- modifiers for difficulty (the roll under system which the 3E murdered).
ReplyDeleteI use +3 to -3 (raised on B/X) but use a balanced random method of generating the scores so that the modifiers all add up to 0.
ReplyDeleteI'm all about the B/X scale too: -3 to +3 all the way. In fact, the OD&D scale that S&W uses is probably one of the primary reasons I haven't been lured into S&W. Orcus knows S&W LOOKS friggin' great and has a metric ton of awesome supporting material. But there are certain little things like the ability mods that keep me going back to B/X.
ReplyDeleteMakes almost zero difference to me as we roll 3d6 and almost no one has any great stats anyway.
ReplyDelete