Are Attributes Important?

Another gaming theory thread here for your perusal:

The new edition of D&D has, from what I gathered, amongst other things, written on its banners that “Attributes are important”. But are they really?

I mean, in the end, when do we ever do much rolling directly based on attribute stats anyways? Isn’t most of the dicerolling in most RPGs rather based on derivative stats (Initiative, Skills, virually all Combat rolls…) instead?

Why have attributes in the first place, if nobody ever (directly) does anything with them anyways?

At the example of D&D - yeah, you seem to need the attributes (Str, Dex, Int etc.) to determine your various modifiers. And those then influence your derived stats, right? Your Armor Class, your various Skill boni, your To-Hit rolls, your Hit Points etc…

Why then, if it seems clear that the Modifiers are really what it’s all about in that system… why not rate a character’s Strength, Dexterity etc. on a scale from -1 to +5 (or whatever the current max is) in the first place?
Why postulate the need for an Intelligence of 15 and a Charisma of 9?

Is this just some holdover from earlier editions? Or does it serve some kind of definable purpose, gamedesign-wise?

For comparison, a few games out there do it differently - Apocalypse World comes to mind, which (along with its various successor games) just rates its 5 “base stats” on a scale from -1 to +3. And then goes on to use these, unmodified in the majority of cases, for the various “moves” (actions supported by game rules) in the game.

Other games, such as World of Darkness (and Shadowrun [at least in some editions], and various other dicepool systems) have attributes where the number next to a stat directly gives you the number of dice you roll for that stat.

So for example, a Perception 3 in World of Darkness games means that you roll 3 dice for any roll that involves Perception. Often in such systems, you get the “stat+skill” formula, which helps vary things a bit in play.
For example, a typical roll in WoD would be Dexterity+Firearms, or Perception+Alertness.
Here, attributes do exist, but they get used directly (without in-between modifiers) in the actual dicerolls in the game.

Please feel invited, everybody, to tell us of other systems you know and have played, and of the role Attributes play in them. And whether you like that or not…

Final impulse for thought:

Could it be desirable to have a game that had no attribute-type stats at all? Say, imagine a game that doesn’t care, and doesn’t even talk about, how much Strength or Wisdom or Dexterity your character has.
Imagine it would just straight away give you “Fight +5” and “Use Magic -2” and “Socialize +1” or something like that…

Could that make for a better design, or would you feel something was lacking from the game?

[quote=“Auburney”]
So for example, a Perception 3 in World of Darkness games means that you roll 4 dice for any roll that involves Perception. [/quote]
You mean 3 dice :ugeek: :mrgreen:

[quote=“Auburney”]why not rate a character’s Strength, Dexterity etc. on a scale from -1 to +5 (or whatever the current max is) in the first place?
Why postulate the need for an Intelligence of 15 and a Charisma of 9?[/quote]
Mutants & Masterminds does exactly that
(it’s an OGL d20 game)

for example THIS is a build for Captain America
his Ability scores are D&D Attribute Modifiers
Agility / Fighting are his Ranged / Melee Base Attack Bonus

having Attributes, that give you a Modifier
and you basically use only the Modifier on everything - seems to be a relic of the past

[quote=“Auburney”]Final impulse for thought:

Could it be desirable to have a game that had no attribute-type stats at all? Say, imagine a game that doesn’t care, and doesn’t even talk about, how much Strength or Wisdom or Dexterity your character has.
Imagine it would just straight away give you “Fight +5” and “Use Magic -2” and “Socialize +1” or something like that…

Could that make for a better design, or would you feel something was lacking from the game?[/quote]
… like FATE. It does exactly that^^

I realised that this is especially an advantage when playing with players completely new to RPGs
since - maybe - they have a better feeling, what their character can do
and/or they feel less overwhelmed with a lots of derived stats

Ooops! Yes of course - corrected! :blush:

It seems M& just straight up adds stat + skill for the final skill bonus, right?

But still, M&M does have attributes, such as Stamina, Agility, Intellect, Presence… pretty much the usual ones really :wink:

One notable exception jumps out at me - they appear to have “Fighting” as one of their attributes… which seems odd, given that Strength, Agility and Awareness (amongst others) are in the same group, right next to that…

I know :wink:

But… do you like it? Why? Why not?

[quote]this is especially an advantage when playing with players completely new to RPGs
since - maybe - they have a better feeling, what their character can do
and/or they feel less overwhelmed with a lots of derived stats[/quote]

Funny. This is an argument that I seem to hear again and again. It also crept up with regards to Apocalypse World and Dungeon World a lot…

There seems to be this kinda idea, that “yeah it would be ideal for newbies I’m sure, being simpler and all that…”, which often ends up sounding quite derisive in my ears, though.

Is this some sort of subconscious elitism surfacing there? Are we so proud that we have mastered all these (perhaps needlessly?) complex and (overly?) multi-layered game systems, that the only advantage we can see in a game that “keeps shit simple” is that “it would be great for newbies i guess”?

I notice that you said “especially an advantage […for newbies]”, though. And I sure don’t wanna accuse anyone of elitism - I’m just wondering :wink:

Would there be advantages to “experienced” players as well, then? What could those be?

Me, I’m thinking… we all like a system that is sleek and elegant, yes?
One that does its thing without being needlessly baroque about it, and that is not being a Rube Goldberg Machine on purpose, yes?

So why have attribute-type stats in M&M, for example? Why not let players spend their build points directly into the skills and other abilities of their characters? What is the concrete advantage of doing it like this?
(Thought: I think perhaps it may have to do with the fact that one Attribute may influence several skills… e.g. Dexterity factors into Acrobatics as well as into Stealth… Maybe that is where several layers of stats can be justified? Or needed, even?)

Or, to return to D&D - why have the “useless” ability ratings? You know, the odd numbers - those that don’t change your modifiers. And why give characters a periodic (every couple of levels) boost to those stats, when this boost may well (in 50% of the cases) result in no change at all?
E.g., increasing your Strength from 16 to 17 will change precisely nothing for your character.

Holdover from previous editions? Blind adherence to tradition? Sacred Cow protection? Or intentional design? (and if the latter, to what purpose?)

[quote=“Auburney”]Another gaming theory thread here for your perusal:

The new edition of D&D has, from what I gathered, amongst other things, written on its banners that “Attributes are important”. But are they really?

I mean, in the end, when do we ever do much rolling directly based on attribute stats anyways? Isn’t most of the dicerolling in most RPGs rather based on derivative stats (Initiative, Skills, virually all Combat rolls…) instead?

Why have attributes in the first place, if nobody ever (directly) does anything with them anyways?

At the example of D&D - yeah, you seem to need the attributes (Str, Dex, Int etc.) to determine your various modifiers. And those then influence your derived stats, right? Your Armor Class, your various Skill boni, your To-Hit rolls, your Hit Points etc…

Why then, if it seems clear that the Modifiers are really what it’s all about in that system… why not rate a character’s Strength, Dexterity etc. on a scale from -1 to +5 (or whatever the current max is) in the first place?
Why postulate the need for an Intelligence of 15 and a Charisma of 9?

Is this just some holdover from earlier editions? Or does it serve some kind of definable purpose, gamedesign-wise?
[/quote]
I think it all comes down to granularity.
Using the score (YY) instead of the modifier (+/-Z) allows you to use it for several things simultaneously.
I haven’t read all the current D&D rules so I cannot make any statements about that but this also sounds more like a general question so: With Pathfinder and 3.5 for example the score is used for many things (e.g. carrying capacity).
There are also many feats that require a certain score as a prerequisite and those are mostly odd numbers which again allows for a higher granularity. Meaning - e.g. while leveling up - when you gain another point that brings your (random even number) 12 to a 13 it doesn’t affect your bonuses but it might give you the option to take a new feat (that needs a 13). So game design wise it’s just a way of dividing all the things a character can get into different levels.
In addition it’s the same in reverse when it comes to ability damage. If you take a point of damage it doesn’t directly affect your skills or attack/defense bonuses but maybe some things that require a certain score.
When you lose two points on the other hand it will decrease your modifier as well.

Of course you could change the game to only one number for each ability. But then one could argue that when you’re already ‘reducing’ the numbers in the game you could also just reduce the number of abilities while you’re at it. So drop some of them and just use physique, mind and maybe experience or so.
That’s basically the difference between every game there is. It’s just another form of trying to project reality (I’m using this word very loosely here) onto a simplified more abstract form that allows players to use it in a game. Some games have 3 abilities, others have 10 and some don’t have abilities at all. I think the question is what you do with the options the system is giving you.

So are attributes important?
It’s the same answer as with every ‘Is xyz important?’-question: it depends.
On the duration of the game(oneshot, campaign,…), the people playing it(totally new to gaming, casual, powergamer,…), the way it is run (storygame, high frequency of using number based-abilities/skills such as fighting,…), a.s.o.

So for example:
I actually like that part of the game because there isn’t just one number that affects everything (directly). It adds depth to a system and is giving you more options.

On the other hand a person that is new to the game or even totally new to gaming will probably prefer fewer numbers on his character sheet when he’s playing a game for the first time.

Is it possible to create a game without attributes?
Sure and if it somehow allows for the same number of options and depth I’m totally going to try it out.

[quote=“Auburney”]It seems M& just straight up adds stat + skill for the final skill bonus, right?
But still, M&M does have attributes, such as Stamina, Agility, Intellect, Presence… pretty much the usual ones really :wink:[/quote]
Skills in M&M are just a Specialisation.
Raising an Attribute costs 2 build points and raising an Skill costs 1/2 build point.

One notable exception jumps out at me - they appear to have “Fighting” as one of their attributes… which seems odd, given that Strength, Agility and Awareness (amongst others) are in the same group, right next to that…[/quote] :arrow_right: [quote=“Darthbinks”]Agility / Fighting are his Ranged / Melee Base Attack Bonus[/quote]and that’s the only Ability score that affects your “to Hit” score (Agility/Fighting + appropiate Ranged Combat / Close Combat Skill if any)

I know :wink:
But… do you like it? Why? Why not?[/quote]
I like it, but it depends on the story, if i would use or or not.
e.g. In a “Tactics-Squad Commado Operating behind Enemy Lines” Game I would probably not choose such a system, except if it has a lot of tactics rules.

[quote=“Auburney”][quote=“Darthbinks”]this is especially an advantage when playing with players completely new to RPGs
since - maybe - they have a better feeling, what their character can do
and/or they feel less overwhelmed with a lots of derived stats[/quote]
Funny. This is an argument that I seem to hear again and again. It also crept up with regards to Apocalypse World and Dungeon World a lot…

There seems to be this kinda idea, that “yeah it would be ideal for newbies I’m sure, being simpler and all that…”, which often ends up sounding quite derisive in my ears, though.

Is this some sort of subconscious elitism surfacing there? Are we so proud that we have mastered all these (perhaps needlessly?) complex and (overly?) multi-layered game systems, that the only advantage we can see in a game that “keeps shit simple” is that “it would be great for newbies i guess”? [/quote]
Well, I played with a lot of Larpers, who never played a Pen & Paper style RPG before.
Something I realised was:
Systems, that were more “detailed/bloat” like Eclipse Phase or Pathfinder were far less intuitive to them than Cinematic Unisystem, FATE, Trail of Cthuhu or Technoir - regardless if they had premade characters in a oneshot or made their own characters for an ongoing campaign.

I will (probably) prefer an elegant simple system to another that uses a lot of text / extra rules.
That is why I played Shadowrun with the Technoir rules for instance
… but as I was gaming with Larpers, who played Pen & Paper RPGs for the first time, a “detailed/bloat” System became not only a burden, but a hassle.

To add something new … What about System that incorporate/interweave their Stats with the mythology of the setting?
e.g. Legend of the Five Rings

I really like this approach, but the downside is that Legend of the Five Rings is only good for playing Legend of the Five Rings.
Even if you would want to run a traditional Kurasawa samurai drama or a Sengoku period drama campaign, you would run into problems (unless you would do a lot of homebrewing).

I don’t know about you, but when I play D&D (or most other games), I use attribute checks quite frequently.

Attributes seem like a pretty good thing. It’s nice to have broad categories to fall back on when an outcome is uncertain and nothing else applies.

A few remarks.

First of all, the newest edition of D&D really simplified skills.
You get your proficiency bonus in two or three skills (and this bonus does not reach a +3 value until third level or so) abd use ability scores otherwise.
So, yeah, you use ability scores directly, much mire than in any other edition since at least AD&D.

As to why ability scores work that way, is it indeed a leftover from previous editions. Once upon a time, your rolled a D20 and had to hit under your ability scores.
They skills got introduced…

What comes to my mind:

Attributes in RPGs:
-can modify rolls
-can be used as a prerequest for classes(even in third edition DnD, where some feats are prerequest for the prestige classes, and those need a certain attribute score), feats, casting spells, wearing armor etc.
-most often (but not always) doesn’t evolve much, as it is a defining characteristic of what a character can or cannot do well

You can argue that the FATE system also has attributes, but they are called aspects.
Difference: They are chosen by the player. So if you want to make a strong character, you give him aspects that reflect that. Your fate pool reflects your strengths and weaknesses and balances your “attributes” out.

[quote]Wikipedia
Attribute may refer to:

-In philosophy, a property, or a conclusion of a characteristic of an entity or substance
-Attribute (research), a characteristic of an object (man, thing, etc.)
-In art, an object that identifies a figure, most commonly referring to objects held by saints (earlier, by pagan gods) - see emblem
-grammatical modifier, in linguistics, a syntax unit, either a word, phrase or clause, that modifies a noun
-A deity's aspect; see Apophatic theology
-Attribute grammar, in formal computer languages

-Attribute (role-playing games), a type of statistic for a fictional character[/quote]

Just to clear this up, as there is a bit od confusion.
Auburney, you meant specifically the Ability SCORE as an example.
Not the modifier or usual Attributes, right?

In 3rd DnD uneven numbers of ability scores are used for prerequests, even numbers get you a modifier.
e.g.:
the feat Dodge needs Dex 13
to cast a lvl 3 wizard spell you need a modifier of 10+3 ir higher

[quote=“AmLash”]In 3rd DnD uneven numbers of ability scores are used for prerequests, even numbers get you a modifier.
e.g.:
the feat Dodge needs Dex 13[/quote]
in DnD 4th too

As I’ve mentioned in my previous post there are various things in 3.finder for which the score is used instead of the modifier. Things like carrying capacity, feat prerequisites, ability damage affects the score rather than the modifier,…

I reckon they chose this cause the impact of ability changes (up and down) on the things a character can or cannot do isn’t as big as it could be if you’d just use the score for everything.This also keeps the difference between two levels small.

Heh, sorry, took so long to compile that other post in the neighboring thread that I haven’t gotten around to comment over here for a while :mrgreen:

Let’s get to it:

[quote]Just to clear this up, as there is a bit of confusion.
Auburney, you meant specifically the Ability SCORE as an example.
Not the modifier or usual Attributes, right?
(quote by GJsoft)[/quote]
Not exactly sure what you mean by “usual attributes”…?

But yeah, I was basically questioning the “13” part of “I got 13, so that gives me +1”

Let’s call this the attribute (or ability, as D&D inconsistently-with-most-other-RPGs insists on calling it) SCORE, shall we?

The “+1” thingy would be the MODIFIER

[quote]I will (probably) prefer an elegant simple system to another that uses a lot of text / extra rules.
That is why I played Shadowrun with the Technoir rules for instance
… but as I was gaming with Larpers, who played Pen & Paper RPGs for the first time, a “detailed/bloat” System became not only a burden, but a hassle.
(quote by Darthbinks)[/quote]

[quote]I actually like that part of the game because there isn’t just one number that affects everything (directly). It adds depth to a system and is giving you more options.
(quote by Thopthes)[/quote]
So it appears to be trade-off between Depth and Detail on the one hand, and Simplictiy and Gameflow on the other hand. Fair enough.

It seems natural, that in the interest of Depth, several layers of stats and mechanics are included. And of course by that very step, the same system can just as naturally become to complex and time-sonsuming to handle for some tastes.

But…

[quote]Of course you could change the game to only one number for each ability. But then one could argue that when you’re already ‘reducing’ the numbers in the game you could also just reduce the number of abilities while you’re at it. So drop some of them and just use physique, mind and maybe experience or so.
That’s basically the difference between every game there is. It’s just another form of trying to project reality (I’m using this word very loosely here) onto a simplified more abstract form that allows players to use it in a game. Some games have 3 abilities, others have 10 and some don’t have abilities at all. I think the question is what you do with the options the system is giving you.
(Thopthes)[/quote]
… and yet, there are way more games out there (in my perception, that is. YMMV of course) that play around with the Number and Names of their attribute stats, than games that collapse (or expand, really!) the Attribute/Modifier layers.

I’m wondering why that may be…

As an aside:

[quote]To add something new … What about System that incorporate/interweave their Stats with the mythology of the setting?
e.g. Legend of the Five Rings

I really like this approach, but the downside is that Legend of the Five Rings is only good for playing Legend of the Five Rings.
(Darthbinks)[/quote]
Yeah, I hear you on that.
I had a somewhat similar problem with Dogs in the Vinyard, whose four attributes and four principal modes of conflict are so tightly interwoven, that I was never actually able to reskin the game to the much-desired “Jedi on the Vinplanet”.

I ended up realizing that I would either have to add a fifth stat, or juggle the existing stats around somehow - and both would have meant effectively rewriting the whole system from scratch :frowning:

[quote]Skills in M&M are just a Specialisation.
Raising an Attribute costs 2 build points and raising an Skill costs 1/2 build point.
(Darthbinks)[/quote]
What, theoretically, is the advantage of this, over (say) abolishing attributes and just letting people buy whatever skills they want at 1 build point per skill point?

It should come out to about the same averages… (or not, because usually people will mainly have skills that go with the attributes they are already good in? :wink: )

[quote]and that’s the only Ability score that affects your “to Hit” score (Agility/Fighting + appropiate Ranged Combat / Close Combat Skill if any)
(Darthbinks)[/quote]
I see. Still seems a bit odd to me, but hey - to each their own :mrgreen:

[quote]I don’t know about you, but when I play D&D (or most other games), I use attribute checks quite frequently.
(-H-)[/quote]
Interesting… perhaps it is my rpg-upbringing somewhere between KULT and the WoD, but… I’ve actually always tried my best to avoid just that.

I find that in most systems that have Attributes and Skills, the maths break down when you try to roll on both interchangably.

In a D&D example, how do you compare your Strength 17 to your Swim +6? One is a “roll under”, one is a “roll high and add”. Sure, the Swim skill exists, but when I need a hypothetical Skill that does not exist (say Charioteering), what do I do? Fall back on Dexterity? How do I determine the roll’s difficulty, then? How do I account for the fact that my character never had the chance to invest any skill points in this activity? (But might’ve done so, had the skill existed all along)…
I’ve always felt that these kinds of things become a mess pretty swiftly, unfortunately.

But as mentioned, that may be KULT still being stuck in my head :wink:

[quote]First of all, the newest edition of D&D really simplified skills.
You get your proficiency bonus in two or three skills (and this bonus does not reach a +3 value until third level or so) abd use ability scores otherwise.
(Simon)[/quote]
Ah, that’s where GJsoft’s remark about the confusion came from, I guess.
See, you’re actually talking about the Modifiers, not the Scores.
As I recall from our D&D 5 game, my Rogue had Stealth +5, which consisted of my Dex +3 and my proficiency Bonus of +2.

I’m arguing for “why have a Dex of 16 (or 17, I don’t actually recall that about my character, tellingly :wink: ), just in order to arrive at the all-important +3 modifier?”
Why not give me a “Dex +3” right away?

[quote]n 3rd DnD uneven numbers of ability scores are used for prerequests, even numbers get you a modifier.
e.g.:
the feat Dodge needs Dex 13
(Amlash) (and Thopthes said pretty much the same thing too)[/quote]

Okay, I’ll buy that. But I still argue it can be considered as needless numbers-bloat.

I keep hearing this argument where

but… the only 2 concrete examples we’ve seen so far were

  • carrying capacity
  • feat prerequisites

Are there more?

Because if not, I stand unconvinced that these two items (of which the first one is a minor side mechanic, and the other one I’ll debate in a second) could not just as easily be handled somehow differently.

@ Carrying Capacity:

It’s rather simple, actually. Since your Attribute Modifier for all Attributes is [ (Attribute-10) / 2 ] (rounded down), you could just revert that formula and determine Carrying Capacity in whatever way you determine it now (Strength times something or other, I’d guess?), and even arrive at pretty much the same numbers.

Or, you know, just simplify the Weight mechanic as well, while you’re at it?
And make it an actually meaningful mechanic that actually sees some use and helps contribute to an entertaining game,for a change… But I’m drifting off topic, that may be an issue for a whole different threat… :wink:

ahem, where was I? Ah yes, the other thing:

@ Feat Prereqs & Ability Damage:

If these are the only justification for odd numbers on Attribute Scores that’s left, how’s about this idea:

You can effectively halve the needed range of Attribute Scores by conflating the odd numbers and the even numbers. Imagine, for a moment, a D&D where Attributes only went up to 10.
A score of 5 would give you no modifier, a score of 6 would give you +1, a 7 gives +2… and a 10 gives you +5.
So it’s all still there. And the Feat Prereqs can work just as fine off of those numbers, why couldn’t they?

After all, where’s the realism, with regard to Attribute Damage, that sometimes the Lich’s touch (or the severe disease or whatever else causes such Damage), sometimes it will make me less able to carry stuff around. But I’ll still be fine with all my Feats.
And sometimes my ability to [insert feat that has a Strength prereq] will be lost due to such Damage… but I can still carry my full load just fine, thanks.

That seems to make no sense.
Even disregarding that Strength seems to be the only Attribute with a Derived Stat based on its Score (and not Modifier) so far, anyways. And that probably not a huge load of Feats have Strength Prereqs, either…

So it seems there would be no (or hardly any) points of conflict, if the Attributes were indeed to be conflated into a range of 1-10 (or more likely 4-10, as kids these days seem inexplicably scared of having worse than a -1 modifier in their games anyways :wink: ).

And from that thought experiment, it is but a minor step to abolishing Attribute SCORES entirely, and just going with the Modifiers (-1 to +5) instead.

I’ll gladly change my mind on the above, however, if and when someone shows me the handful of derived stats that are based on Dex, Wis, Int, Cha and Con SCORES (and not Modifiers).
Because if these exist, yeah okay, maybe a valid point can be made about the system really needing those Scores.

Final Thought:
One could even make Carrying Capacity into a Skill, “Carry”, simple as that. Gets the Strength Modifier added to it, as other Skills do, but can get Skill Points (and/or Proficiency Bonus) as well.
(Rationale: experienced wanderers for example, have an easier time carrying huge-ass rucksacks around for hours on end, than beginning weekend hikers. It is known.
Also, ever saw those skinny third-world guys who carry shitloads of bricks around on their heads? They won’t all have a strength of 16, I don’t think?
Evidently then, Carrying Stuff is as much about technique as it is about Raw Muscle Power, anyways…) :wink:

[quote=“Auburney”]… and yet, there are way more games out there (in my perception, that is. YMMV of course) that play around with the Number and Names of their attribute stats, than games that collapse (or expand, really!) the Attribute/Modifier layers.

I’m wondering why that may be…[/quote]
Because in RPG design as in no other field, using different nomenclature for the same darn thing in order to make sure nobody thinks you’re copying previous games is de rigueur to the point of silliness. I’m sure some of these guys spend more time using a Thesaurus than they do worrying about the rules.

If cars were made by RPG designers, Ford would have a steering wheel, Mercedes would have a direction changer, Mitsubishi would have a driving ring, and Dodge would have a turn enabler …

(Sorry about the sidetrack. Old source of head-scratching.)

What is this “Swim +6” you speak of?

Agreed. Still a bit sad that most of what changes are the names (and sometimes the number) of Attributes.

A bit more structural experimenting would go further to keep things fresh. (Have more or fewer layers of stats, e.g.)

:mrgreen:

totally!

you’re probably way too old-skool for that (in fact, you’re probably so old-skool that you’re likely to spell “school” without a “k” in it :wink: ),
but before D&D 4 conflated the system’s Skills somewhat fierce, D&D 3.finder had Swim, Climb and Run (iirc) instead of the more general “Athletics”. D&D 5 kept that. But I remember the days when my Artificer character couldn’t Swim (or Run, or Climb) for the life of his. Despite getting plenty of skill points, but those always seemed needed elsewhere.
And in the days before the “+1/2 level” bonus (4e), [which has now been revamped into the Proficiency Bonus under 5e], you could go to Level 20 and still have that god-awful Swim -1 (from your lousy Strength and no further modifiers).
So yeah.

Ok, maybe I wasn’t clear.
The reason why we have the ability scores that way, they gasse is mostly a matter of historical contingency.

Initially, they were no such thing as skills. Test we made by rolling a D20 and hitting under your ability score, so you needed something ranging from 1 to 20. Or actually 2 (or 3) up to 19 (or 18, after all, even the strongest man sometime fails, even the scrawniest weakling can sometime succeed…).
It also worked very well with the method of rolling 3d6 to obtain your stats.
(Incidentally, that might explain why an old-school DM like H makes more use of ability rolls than others…)

Later, skill points were introduced (in AD&D).
It was more of an option added on top of the existing system, and was not introduced as part of a new edition. That might explain why ability scores were not affected by this addition.
Back then, skills worked differently, basically in the same way than in CoC.

Later, when 3rd edition came out, the way skills worked was revamped.
The new system was smoother and more consistent: no more “roll high for this one, and low fir this one, and for this roll, you actually need to roll a percentile…”.
All rolls worked the same now: roll a d20, had your modifier, roll high.
Abilities and skills got married at that time too, which make sense…
But that’s the point at which ability scores ranging from 3 to 18 stopped being really necessary.

Still they kept them. After all, it didn’t change anything mechanically, and people were used to it. Also, the rolling 3d6 method was still the most popular way to roll a character…

Both 4th and 5h editions have since revisited skills a bit, but not so much as to change the basics implemented in 3rd. It just makes too much sense.

Sure, they could be handled differently. But it’s just that they aren’t.
Alea iacta est…literally :smiley:

You could also use the modifier directly and say modifier of 5 means maxload is 5 kg. You’d just have to include it in the opposed abilities (1000 ATT vs 1000 DEF for example) or use some other way of calculating it.
In the end it doesn’t matter. You can always find other mechanics to calculate stats.

Well, that’s more of a general topic I guess. Can’t really think of an encumbrance-system that adds ‘real’ entertaining value to an RPG and doesn’t get in the way when people don’t really wanna use it.

That would be a version I wouldn’t wanna go with for example. Here a character would get a better chance to hit and the prerequisite for a feat at the same time. In the odd-even scenario the steps are smaller. The faster version would be nice of course but with a span of only 5 points there isn’t much to get.
Or do you wanna tie the modifier increase to certain levels only? If so then that’s basically the same.

Okay, time out! Realism? Lich’s touch?! :laughing:
Anyway. Well that’s the thing: With the carrying capacity being directly derived from the score, -every- point of STR will decrease your max load.
And being ‘still fine with all my feats’ is something that happens when you use numbers for complex real world problems. If you got a DEX of 35 your feat that requires a score of 13 doesn’t get affected for a very long time when you lose DEX pts. If it needs 35 it’ll be affected directly once you lose a point.

Why always 10 as a max number? Why have a max at all?
And if so why 10? and not 50? So that the players can actually have more satisfaction by getting more/higher numbers over time?

I don’t think it would be a minor step. With 3.finder you got modifiers of -5 up to infinity if you want to. If you ‘change’ that to ‘-1 to +5’ you’re gonna lose quite a big range.
Also: are we still talking about a game that is based on rolling a D20, cause with those numbers I’m not so sure anymore ?

A system doesn’t need those scores. You can just design one that uses one number per ability. STACKUP for example :smiley:

[quote=“Auburney”]
Final Thought:
One could even make Carrying Capacity into a Skill, “Carry”, simple as that. Gets the Strength Modifier added to it, as other Skills do, but can get Skill Points (and/or Proficiency Bonus) as well.
(Rationale: experienced wanderers for example, have an easier time carrying huge-ass rucksacks around for hours on end, than beginning weekend hikers. It is known.
Also, ever saw those skinny third-world guys who carry shitloads of bricks around on their heads? They won’t all have a strength of 16, I don’t think?
Evidently then, Carrying Stuff is as much about technique as it is about Raw Muscle Power, anyways…) :wink:[/quote]
That would change it from directly scaling with STR to a skill that is STR based.
But of course people who do something more frequently get better at it so I can see your point.
Then again I’m not a big fan of carrying systems anyway. As long as it’s within reason I’m not going to ask questions.

In my opinion the advantage of having ‘attributes’ (meaning numbers on which other things are based on) is that you can just use them if people want to do something your game does not have a specific skill for.
And in addition players can - as you suggested with the carrying capacity - add some points on top to get even better at those skills. Yet they’re still based on attributes.

I thought about specific vs general attributes while creating STACKUP and eventually went for the latter because people would only have a few numbers on their character sheets and would still know everything they need to get started.

[quote=“Auburney”][quote]Skills in M&M are just a Specialisation.
Raising an Attribute costs 2 build points and raising an Skill costs 1/2 build point.
(Darthbinks)[/quote]
What, theoretically, is the advantage of this, over (say) abolishing attributes and just letting people buy whatever skills they want at 1 build point per skill point?

It should come out to about the same averages… (or not, because usually people will mainly have skills that go with the attributes they are already good in? :wink: )[/quote]
if someone is a magician, they only good range attack skill they will have will be probably some kind of ‘magic blast’, but they will be terrible with others like the crossbow.

Attributes (among other things) in M&M give you a bonus to a “Set” of Skills and it is cheaper* (build point wise) to raise an Attribute than a lot of Skills.
In addition Attributes still give you the typical boni (encoumbrance, running speed, saving throws, …).

(* except Presence; so I housrule that)

I never ahd a quarrel with Attributes

I had more problems with systems, that had tons of tons of skills, which rarely got used at all.

Call of Cthulhu, Eclipse Phase, and also DSA etc
interesting wise, this seems to be the case especially with %-dice systems.

Do we really need to keep things like this fresh? Oh wait, different discussion. Sorry 'bout that. :smiley:

We had real winters back then, too.

[quote=“Simon”]Initially, they were no such thing as skills. Test we made by rolling a D20 and hitting under your ability score, so you needed something ranging from 1 to 20. Or actually 2 (or 3) up to 19 (or 18, after all, even the strongest man sometime fails, even the scrawniest weakling can sometime succeed…).
It also worked very well with the method of rolling 3d6 to obtain your stats.
(Incidentally, that might explain why an old-school DM like H makes more use of ability rolls than others…)[/quote]
Just to add even more to that: At first, there weren’t even ability checks. If you wanted to swim, you could swim, just like that. Unless you were wearing heavy armor, in which case you’d sink like a stone. Or a dwarf, in which case you’d stubbornly refuse to enter the water. Or a mogwai, in which case things got interesting in a hurry. But everybody else could swim, and then get attacked by the inevitable kraken.

It was only in Basic that ability checks were introduced. They were never officially added to AD&D, although they showed up in various forms a couple modules (and a lot of people just imported them from Basic anyway).