Saturday, May 21, 2016

Attribute Score Distributions and Associated Bonuses


Robert J. Grady
Small plusses is one of the strengths of OSR games, as it keeps expected target values within a certain range. That said, basic D&D went up to +3, which is a nice range.
Alexander Staniforth
I think there'd be something to be said for a little more nuance. -2/-1/0/+1/+2.That way ridiculously high stats DO matter more, as do ridiculously low stats while at the same time it's still a relatively simple gradation.
Paul Goldstone
Bigger bonuses skew balance, especially at higher "levels". Lower bonuses also allow other "magic item bonuses" to have relevance. A +1 magic sword is irrelevant if a 18 stat gives +8 to a roll

Travis Casey
I'm not talking 'double all steps, so you go +2, +4, etc". I'm talking about three tiers, period: -2, 0, +2. Nobody would have a +8 from a stat, unless you're dealing with a girdle of giant strength or the like, in which case it's really a magic item bonus. A few recent OSR games, such as Swords & Wizardry White Box, Delving Deeper, and Bloody Basic, have adopted OD&D's attribute modifiers for rolls. Those are:

  • 8 or less: -1
  • 9 to 12: 0
  • 13 or more: +1

What I'm pointing out is that OD&D intended those modifiers to be used with a 2d6 system, not a 1d20 one. A -1 or +1 is much more significant on 2d6 than with 1d20. So, I'm suggesting that if people want to use this style, but also want to use the 1d20 resolution mechanic instead of the original 2d6, they use -2/0/+2 as the modifiers instead. I'm suggesting doubling the numbers to give a statistical impact closer to what those modifiers had in the original system.
Matt Miller
The varied gradiation provides a mechanism to make characters more directly comparable. A first level wizard with an 18 is better than one with a 12. At some point, players are unwilling to keep lousy characters, and just re-roll until they get something acceptable. 
Paul Goldstone
I think the issue here is on a (3-18) system fundamentally they have made top end and low end stats irrelevant, there seems to be no (game mechanic) difference between 13 and 18. Perhaps a "roleplay aspect", but game mechanic wise irrelevant. There must be a reason, perhaps its all about reduction of the munch (min/max) players, but I would assume, having limited knowledge that f the games you have highlighted, that the game designers had reason for it all in this specific instance
Alexander Staniforth
That's why I'd suggest a -2/-1/0/+1/+2 approach. A point to higher stats without making them ridiculous and crucial to high-level characters. The really nice thing about not gradating it like that, is that it then doesn't cause a drive toward higher stats.On 3d6, the chance of a 13 or better is 26%. Thus, with six stats, the majority of characters (about 5 out of 6) will have at least one. I have to admit, I like luck in character gen (though I also like point-buys... either is fine by me, depending on the game) and I'm not too obsessed with games being balanced.

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