rusty_shackleford wrote: ↑ March 22nd, 2025, 00:11Do you really like using ability scores? Or are you just used to them? Because it seems as though you only want ability scores to be worth a +1 or +2 bonus at most and reduce them to vestigial bits. Put bluntly, it's not worth keeping the mechanical and meta-fictional baggage of ability scores if they're going to provide only a token bonus. It's not worth the system mastery trap of needing to pick the sneaky class, the sneaky score, and the sneaky skill to have a sneaky guy worth a ****. It's not worth the twin bugbears of being mechanically punished for having a socially skilled fighter or true Vancian wizard (ie, a well-rounded adventurer like wizards actually are in Jack Vance's Dying Earth books); or being called a munchkin power-gamer because your fighter has to have an 18 STR to not suck but you roleplay your 8 CHA dude as a generally pleasant person. It's not worth watching the light go out of a new player's eyes because they wanted to play a guy based on their favorite fictional character but the realities of ability scores make it impossible.
@J1M @WhiteShark what's your opinion on this? It appears to have been from feedback to 5E from a 4E player, but an opinion fairly widely held by 4E players.J1M wrote: ↑ March 22nd, 2025, 19:23I think ability scores stopped being interesting when they stopped being randomly assigned values. (And then you picked a class that you could make work.)
There isn't really an interesting choice associated with them. I can't think of more than two classes in Pathfinder Kingmaker where you wouldn't want to put all of your ability boosts into the same ability.
When some classes were more dependent on multiple attributes there was a bit of interesting tension but whining has removed that from the game at this point. Now everything is "balanced" (boring).
It also strains the veremicilitude (which is apparently important to people playing a half-centaur with purple hair AND the OSR crowd) for a human fighter to somehow have the strength of an adult dragon without the involvement of magic.
I mentioned in another thread that I think race should be as important as class (aka power source + party role) and instead of trying squeeze out a 5% advantage on a die roll the combination of these choices should define the tools you have available to solve challenges.rusty_shackleford wrote: ↑ March 22nd, 2025, 19:24What's your opinion of ability scores(stats) in games like Fallout or Underrail?Ryzer wrote: ↑ March 22nd, 2025, 19:30In Underrail, it is just linked to the type of weapons you want to use.
Agility -> Fist
Strength -> Melee, Assault rifles, LMGs, Snipers
Perception -> Guns
Will -> Magic Psi powers
They don't have any other meaningful utility.rusty_shackleford wrote: ↑ March 22nd, 2025, 19:34The question then becomes, is it actually a useful mechanic to have or just vestigial bits that exists because that's the way it has always been?
What are some examples of RPGs that don't have core attributes? Or at least, I suppose, ones you assign at character creation?Ryzer wrote: ↑ March 22nd, 2025, 19:40I can only think of Enderal at this moment and I think its system is pretty good without core attributes.
I think the original quote has a good point:
You're making multiple selections at character creation that are effectively the same selection. Ability scores, as mentioned by @J1M, were interesting when you rolled themIt's not worth the system mastery trap of needing to pick the sneaky class, the sneaky score, and the sneaky skill to have a sneaky guy worth a ****
If you attempt to alleviate this by making all the stats interesting, you're going to fall into the Pillars of Eternity trap… and fail, like Pillows did.
Not to be confused with eliminating attributes altogether, of course — they can still be interesting when used as part of itemization and other areas of a game.
Opinions?
What are the best RPGs that avoid this?
I recently played Hero's Adventure :weeb: , and the character creation was you choosing your primary weapon type and buying a bunch of passive 'perks' using points. It was serviceable enough. You also were able to assign attribute points, these points went towards the 'base' attribute(rather than modified), and each attribute could have its 'base' score increased by gaining XP for it while playing. In D&D terms, it would be like if you could increase all your ability scores to 18 during your adventure from doing related activities, and your starting ability scores merely affect how your adventure begins.



