D&D General B/X Vs Modern Ability Scores. ENworlds D&D Design Pt 1


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personally, I gave up on ability scores.
I just use modifiers.
scores are just a relic, they are just in game to generate ability modifiers that you will use 99% of the time with desperate exception of few requirements that pretend that ability scores are still relevant.
I am going the other way (I think) with my next 5e homebrew. Just ability scores, no modifiers. Your defense is your ability score and your attack is ability score -10. Then adjust for proficiency by stacking advantage, so:

Non-proficient: disadvantage (2d20 pick lowest)
Proficient: standard (d20)
Expertise: advantage (2d20 pick highest)
Mastery: advantage+ (3d20 pick highest)
Grand Mastery: advantage++ (4d20 pick highest)

It all fits better with bounded accuracy and makes sense to me from a training standpoint
 

I am going the other way (I think) with my next 5e homebrew. Just ability scores, no modifiers. Your defense is your ability score and your attack is ability score -10. Then adjust for proficiency by stacking advantage, so:

Non-proficient: disadvantage (2d20 pick lowest)
Proficient: standard (d20)
Expertise: advantage (2d20 pick highest)
Mastery: advantage+ (3d20 pick highest)
Grand Mastery: advantage++ (4d20 pick highest)

It all fits better with bounded accuracy and makes sense to me from a training standpoint
That's how the Shadow of the X games do it (Stats are defenses, and modifiers are stat-10). Works very well.
 


The important thing isn't whether you use the wotc or the tsr era stat curves - it's about where between 3 and 18 the game assumes a PC to have as a baseline.

In B/X, you use a roll-under for ability checks. If you have a 10, the average roll of 3d6, you'll have a 50% chance of success.

In 5e, in order to have a 50% chance of success at an ability check, you need both Proficiency in a skill and a +3 modifier. (the standard DC is 15)

In B/X, low scores feel like a penalty and high scores feel like a bonus, since the game is designed around a 10 being the expected baseline.

In 5e, high scores feel Necessary, average scores feel bad, and low scores feel miserable, since the game is designed around 16 being the expected baseline.
 






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