| Brother Sooth |
The Premise
You can now play Pathfinder (or D&D 3.5) without tracking ability scores for your player characters.
How the heck is that supposed to work?
The short version is that instead of tracking six different ability score values, characters now track a single value called their Ability Bonus. This value scales upwards with level. A character adds their Ability Bonus to rolls or values which they would naturally be competent at due to their profession or particular aptitudes (such as a Fighter's attack roll, or a Wizard's saving throw DC). All characters also get certain benefits regardless of class, such as an increase to hit points per level (as somebody with Constitution would have) to streamline their survivability.
This house mechanic utilizes a new Characteristic system in which player characters pick certain Characteristics in order to flesh out the aptitudes they want their characters to be known for. These characteristics serve to distinguish, rather than pigeon-hole. It is now possible to play a Fighter who is neither exceptionally strong nor exceptionally dextrous, but a Fighter can make themselves stand out by choosing a characteristic to represent peculiar strength and receive some benefit for doing so.
Freedom-from-Ability Scores is, obviously, not for everyone. The purpose of this module is to provide a playable alternative to Ability Scores that reduces the mess of book keeping that naturally comes with the current system. It also serves to make concepts viable that previously might not have been due to the pigeon-holing nature of an Ability Score-centric system.
The Mechanics of It
As a would-be heroic adventurer, you are assumed possess enough strength, intellect, etc necessary in order to perform the essential functions of your profession. This is represented by you receiving an Ability Bonus (AB) to various actions and roll types based on what your character would be good at.
Whenever you receive an Ability Bonus to something, that bonus is +3 at 1st level, and it gradually increases as your level grows.
Alternative Progressions: You can adjust the power level of your campaign by tinkering with the Ability Bonus progression below. A couple of alternatives are provided.
Level Ability Bonus (standard)Low-Power Alternative High-Power Alternative
1 +3 +2 +3
2 +3 +2 +4
3 +3 +2 +4
4 +3 +3 +4
5 +4 +3 +5
6 +4 +3 +5
7 +4 +4 +5
8 +4 +4 +6
9 +4 +4 +6
10+ +5 +5 +6
What does my ability bonus apply to?
First off, all player characters (and NPCs designed with PC-level abilities) add their Ability Bonus to hit point rolls. This works retroactively, as a Constitution bonus to hit points would. This is because none of these daring adventurers would survive to higher levels had they only the modest HP pool of a “hero” with “average” Constitution.
Player characters also add a flat +1 bonus to skill points per level since, in regular games, it is common for most player characters to have some Intelligence to round out their skills.
Below are four common Characteristics. When you play a F.F.A.S game, every player character (and heroic NPC) receives one or more of these based on their class:
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Magical Dabbler: You wield magic as a secondary discipline. Add ½ your Ability Bonus (rounded down) to the following:
** Concentration checks.
** The saving throw DC of any spell you cast.
** Use Magic Device checks, if you have that as a class skill.
Furthermore, use ½ your Ability Bonus to determine what bonus spell slots you gain for a high ability score.
Who has this characteristic? Assassins, Bards, Inquisitors, Paladins, Rangers, and other secondary spell casters. You gain this characteristic if you possess at least one level in such a class. If you have Magical Prowess, its effects override the effects of Magical Dabbler. Optionally, your GM may allow you to switch out the Magical Dabbler and Martial Prowess characteristics for Magical Prowess and Martial Dabbler, represented by your character focusing their training and development on learning how to more effectively channel their spells.
Magical Prowess: You wield magic as a primary discipline. Add your Ability Bonus to the following:
** Concentration checks.
** The saving throw DC of any spell you cast.
** Use Magic Device checks, if you have that as a class skill.
Furthermore, use your Ability Bonus to determine what bonus spell slots you gain for a high ability score.
Who has this characteristic? Clerics, Druids, Sorcerers, Wizards, and other primary spell casters. You gain this characteristic if you possess at least one level in such a class.
Martial Dabbler: You can hold your own in a common fight. Add ½ your Ability Bonus (rounded down) to the following:
** Attack rolls using any weapon you are proficient with. This includes spell rays, natural weapons and unarmed strikes if you have the ability to make one without provoking an attack of opportunity.
** Damage rolls with melee weapons and thrown weapons. Multiply this bonus by 1.5 when applying damage with melee weapons you wield in both hands, or equivalent natural attacks. Reduce your bonus by one-half when using off-hand weapons or equivalent natural attacks. If a class feature would allow you to add your Dexterity modifier to ranged attack damage, use your Ability Bonus for those as well.
** Combat Maneuver checks.
** Combat Maneuver Defense.
** Armor Class, except that you cannot receive a greater Ability Bonus to AC than the Max Dexterity Bonus listed for your equipped armor. This bonus replaces a Dexterity bonus to AC and functions like it for all purposes.
Who has this characteristic? Clerics, Druids, Oracles, and other primary spell casters with a 3/4th Level Base Attack Bonus progression or better. You gain this characteristic if you possess at least one such level in a class. If you have Martial Prowess, its effects override the effects of Martial Dabbler. Optionally, your GM may allow you to switch out the Martial Dabbler and Magical Prowess characteristics for Martial Prowess and Magical Dabbler, represented by your character focusing their training and development on learning how to better defend themselves.
Martial Prowess: You were raised to fight. Add your Ability Bonus to the following:
** Attack rolls using any weapon you are proficient with. This includes spell rays, natural weapons and unarmed strikes if you have the ability to make one without provoking an attack of opportunity.
** Damage rolls with melee weapons and thrown weapons. Multiply this bonus by 1.5 when applying damage with melee weapons you wield in both hands, or equivalent natural attacks. Reduce your bonus by one-half when using off-hand weapons or equivalent natural attacks. If a class feature would allow you to add your Dexterity modifier to ranged attack damage, use your Ability Bonus for those as well.
** Combat Maneuver checks.
** Combat Maneuver Defense.
** Bluff checks made to feint in combat.
** The saving throw DC of non-spell special attacks you initiate, such as Stunning Fist.
** The DC for other opponents' checks to feint against you (only if you're not trained in Sense Motive).
Because of your defensive training, you also add ½ your Ability Bonus (rounded down) to your Armor Class, except that you cannot receive a greater Ability Bonus to AC than the Max Dexterity Bonus listed for your equipped armor. This bonus replaces a Dexterity bonus to AC and functions like it for all purposes.
Who has this characteristic? Fighters, Rogues, Inquisitors, and any class with a 3/4th Base Attack Bonus progression or better that is also lacking in Magical Prowess. You gain this characteristic if you possess at least one level in such a class.
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Additional Characteristics
Each character begins play with two additional characteristics chosen from the list below. (Of course, there's no reason you couldn't give characters more in your game.) These characteristics allow a character to define themselves as having a particular aptitude such as being highly determined or intelligent. Because characters already receive their Ability Bonus to the important things, this removes the necessity of choosing characteristics that would normally be essentials for their class; it is now possible to play a Fighter who emphasizes wisdom, or a Wizard who emphasizes charisma, without completely undermining one's effectiveness.
Ability Bonuses don't stack. If you have two or more characteristics or class features that allow you to add your full Ability Bonus to something, you instead add your Ability Bonus +1 to that. If two characteristics would allow you to add ½ your Ability Bonus, or if one allows you to add ½ your Ability Bonus and the other allows you to add your full Ability Bonus, you just add your full Ability Bonus instead.
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Acuity: You possess unusually sharp senses and intuition. Add your Ability Bonus to:
** Initiative rolls.
** Willpower saving throws against illusion effects.
** Craft, Heal, Perception, Sense Motive and Survival checks, and any other check for which instinct and the natural acuity of your senses would be distinctly relevant.
If you don't already have Martial Prowess, then also add your Ability Bonus to ranged attack rolls.
If you do have Martial Prowess, then you instead gain a +1 bonus to ranged attack rolls.
Agility: You possess superior agility and litheness. Add your Ability Bonus to:
Acrobatics, Escape Artist, Fly, and Stealth checks, and any other check for which the ability to contort your body would be distinctly relevant.
Choose one of the following benefits:
If you don't already have Martial Prowess, then you also:
** Add your Ability Bonus to Combat Maneuver Defense.
** Add ½ your Ability Bonus (rounded down) to your Armor Class, except that you cannot receive a greater Ability Bonus to AC than the Max Dexterity Bonus listed for your equipped armor. This bonus replaces a Dexterity bonus to AC and functions like it for all purposes.
If you do have Martial Prowess, then you instead:
** Add your full Ability Bonus to Armor Class (rather than ½ of it).
** Gain a +1 bonus to Combat Maneuver Defense.
Charisma: You possess superior influence and magnetism. Add your Ability Bonus to:
** Willpower saving throws against Charm and Compulsion effects.
** Leadership score, if applicable.
** Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform and Use Magic Device checks, and any other check for which your force of personality would be distinctly relevant.
If you are a spell caster that normally uses Charisma for Concentration checks, bonus spells and saving throw DCs, treat your Ability Bonus as 1 point higher for those purposes.
Constitution: You possess superior health and vigor. Add your Ability Bonus to:
** Fortitude saving throws.
** Checks made to hold your breath, perform feats of endurance, or any check for which your stamina and toughness would be distinctly relevant.
You gain one additional hit point per level.
Dexterity: You possess superior dexterity and reaction time. Add your Ability Bonus to:
** Initiative rolls.
** Reflex saving throws.
** Disable Device, Ride, and Sleight of Hand checks, and any other check for which fine motor control would be distinctly relevant. Certain Craft and Perform skills (such as stringed instruments) should also apply, at your GM's discretion.
If you don't already have Martial Prowess, then also add your Ability Bonus to:
** Ranged attack rolls and attack rolls with light melee weapons.
** Damage rolls with light melee weapons. Reduce your bonus by one-half when using off-hand weapons or equivalent natural attacks.
** Combat Maneuver checks.
Intelligence: You possess superior intelligence and cunning. Add your Ability Bonus to:
** Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks, and any check for which the quality of your education or your natural intellect would be distinctly relevant.
You gain 2 additional skill points per level.
If you are a spell caster that normally uses Intelligence for Concentration checks, bonus spells and saving throw DCs, treat your Ability Bonus as 1 point higher for those purposes.
Skill Training: You've picked up a number of tricks and proficiencies throughout your career. Add ½ your Ability Bonus (rounded down) to all skill checks.
You gain 2 additional skill points per level; this stacks with Intelligence.
Spirit: You possess exceptional willpower and determination. Add your Ability Bonus to:
** Fortitude saving throws against magical Death effects.
** Willpower saving throws.
** Any sort of ability check for which no particular training or aptitude would apply, save for sheer bullheadedness and resolve.
If you are a spell caster that normally uses Wisdom for Concentration checks, bonus spells and saving throw DCs, treat your Ability Bonus as 1 point higher for those purposes.
Strength: You possess superior physical strength. Add your Ability Bonus to:
** Climb and Swim checks, or any action for which sheer physical might (separate from combat ability) would be distinctly relevant.
If you don't already have Martial Prowess, then also add your Ability Bonus to:
** Attack rolls with melee weapons.
** Damage rolls with melee weapons and thrown weapons. Multiply this bonus by 1.5 when applying damage with melee weapons you wield in both hands, or equivalent natural attacks. Reduce your bonus by one-half when using off-hand weapons or equivalent natural attacks.
** Combat Maneuver checks.
** Combat Maneuver Defense.
If you do have Martial Prowess, then you instead:
** Gain a +2 bonus to Combat Maneuver checks made as part of a bull rush, drag, grapple, overrun, sunder or trip attempt.
** Gain a +2 bonus to Combat Maneuver Defense against bull rush, drag, grapple, overrun, sunder and trip attempts.
** Increase your Ability Bonus to damage rolls with melee and thrown weapons by 1.
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Class Feature Adaptations
Here are the starting characteristics for each Core class, as well as how their class features interact with the new system.
Barbarian
Starting Characteristics: Martial Prowess.
Barbarian Rage: Instead of increasing Strength or Constitution, rage grants a +2 Ability Bonus to Fortitude saving throws, hit points per level, melee attack rolls, damage rolls, Climb and Swim checks, and increases already existing Ability Bonuses to these by 2. These values increase by 1 at levels 11 and 20.
Bard
Starting Characteristics: Magical Dabbler, Martial Prowess.
Bardic Performance: Bards use their Ability Bonus whenever a Charisma modifier is mentioned with this class feature. A Bard with the Charisma characteristic gains 2 additional daily rounds of Bardic Performance and adds 1 to the saving throw DCs of his songs.
Cleric
Starting Characteristics: Magical Prowess, Martial Dabbler.
Channel Energy: Clerics use ½ their Ability Bonus whenever a Charisma modifier is mentioned with this class feature. A Cleric with the Charisma characteristic uses their full Ability Bonus for Channel Energy instead.
Druid
Starting Characteristics: Magical Prowess, Martial Dabbler.
Wild Empathy: Druids add ½ their Ability Bonus to Wild Empathy checks. A Druid with the Charisma characteristic uses their full Ability Bonus instead.
Wild Shape: A wild-shaped Druid uses the actual physical ability scores of the form they change into instead of whatever Ability Bonus they would otherwise apply. For example, a Druid wild-shaped into a Bear would use the Bear's Strength, Dexterity, and Constitution modifiers for attack rolls, skill checks, hit points per level, etc, instead of their scaling Ability Bonus (or lack thereof). This is mostly because I'm not quite ready to tackle the can of rot grub that is eliminating ability scores for monsters and animals across the SRD.
Fighter
Starting Characteristics: Martial Prowess.
Extra Characteristic (Optional): GMs may allow single-classed (or mostly single-classed) Fighters to choose one more characteristic from the Additional Characteristics list than other classes.
Monk
Starting Characteristics: Martial Prowess.
AC Bonus: When unarmored and unencumbered, the monk gains a +3 bonus to Armor Class and CMD which increases every 4th level as normal. If he possesses either the Acuity or Spirit characteristics, this bonus starts at +4 instead.
Paladin
Starting Characteristics: Magical Dabbler, Martial Prowess.
Smite Evil: Paladins gain a +2 bonus to attack rolls when smiting evil foes, and a +2 deflection bonus to Armor Class against such foes.
Divine Grace: This grants the Paladin a +2 bonus on all saving throws. A Paladin with the Charisma characteristic gains a +3 bonus instead.
Lay on Hands: 2nd level and higher Paladins can use Lay on Hands twice per day, plus a number of additional times equal to ½ their Paladin level. A Paladin with the Charisma characteristic can use Lay on Hands one additional time per day.
Channel Positive Energy: Paladins use their Ability Bonus whenever a Charisma modifier would be applicable with Channel Positive Energy.
Ranger
Starting Characteristics: Magical Dabbler, Martial Prowess.
Wild Empathy: Rangers add ½ their Ability Bonus to Wild Empathy checks. A Ranger with the Charisma characteristic uses their full Ability Bonus instead.
Hunter's Bond: A Ranger who chooses to form a bond with their companions uses their Ability Bonus in place of a Wisdom modifier to determine the ability's duration.
Rogue
Starting Characteristics: Martial Prowess.
Trap Sense: Trap Sense allows a Rogue to add their full Ability Bonus to Reflex saving throws against traps (instead of merely a +1 bonus every 3rd level). A Rogue with the Dexterity characteristic (who already receives such a bonus on all Reflex saves) receives the normal bonus of an additional +1 every 3rd level.
Sorcerer
Starting Characteristics: Magical Prowess.
Bloodline Powers: Sorcerers use their Ability Bonus whenever a Charisma modifier is mentioned with any Bloodline Power.
Wizard
Starting Characteristics: Magical Prowess.
Arcane School: Wizards use their Ability Bonus whenever an Intelligence modifier is mentioned with any Arcane School ability or feature.
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Adapting this Module to other Classes
Ability Scores and Class Features: When deciding what sort of bonus to use when a class feature refers to an Ability Score, consider the following:
- Is having a high modifier with the feature important to the class functionality?
- Is the ability modifier used one that a character of that class would probably have a lot of investment in?
If the answer to both of those questions is 'Yes', it's probably best to use the character's full Ability Bonus with that class feature.
If the answer is 'No' to both, then use ½ the Ability Bonus.
Some classes have features that refer to an Ability Score but don't need to scale, either because they already do naturally (such as the monk's Wisdom bonus to AC) or because they are useful even without any scaling (such as Divine Grace). It is acceptable to use static bonuses such as +2 or +3 for these, especially if this avoids you having to reconcile multiple characteristics or features adding the same thing.
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Well, that's all I have for right now.
This module is by no means comprehensive, and by its nature, it couldn't be. But I hope there's enough here for people who are interested in the concept to extrapolate how to handle the rest. Enjoy.
| blahpers |
Seems like you're trading one kind of bookkeeping for another, and a square-peg-round-hole problem to boot getting all of the rest of the rules to work with this system. Frankly, I'd rather just switch to a system already designed around fewer stats than try to make Pathfinder work with them.
But then, I might not be the target audience--I like ability scores.
| The Archive |
I can't say I'd call this less restrictive than the normal systems in place. I think I might go as far as to say it's more so.
The system relies on binary choices made at character creation and has a lot of sameness to it. There's little room for anything but "I suck at this thing" or "I am the best at this thing." Everything also comes prepackaged. If I want to be good at one aspect of fighting, I have to be good at all of them and etc.
Neither can I say that there's much good in forcing people to pick between sucking at saves and other aspects of a character. Like, seriously, you've on one end guaranteed consistently decent DCs on spells, and on the other said "saves or skills."
And again, these choices have to be made at character creation. There's little reason to decide in the middle of an adventure that you need to be better at something. Simply because if you don't stay within the boxes you chose at level 1, you can't come close anyone in that other box. Nor can you have much hope if you need to do something in that other box either.
(You also can't ever get Dex to hit for rays; it's impossible due to the inability to not provoke with them.)
| Brother Sooth |
I enjoy Death to Ability Scores type games! =D
It seems like a really interesting idea! I've yet to play in or GM such a game in later editions of D&D, which is part of why I decided to entertain this.
My inspiration to write this came from a randomly stumbled-upon messageboard post where some gamers were discussing this very concept, and brainstorming ways to make it work, with seemingly no final consensus. It would appear that a full-fledged system/module/conversion to accomplish a No-Ability-Scores-D&D/Pathfinder hasn't yet been done or attempted in earnest. So I figured I'd give it a shot and see how it can turn out.
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Thanks Larkspire, blahpers and Archive for your observations and feedback. It's good stuff.
I see some opportunities to address specific shortcomings of the Module-Thus-Far. Granting characters the ability to choose more things to add their Bonus to at level increments of 4 (when they'd gain stat points), or designing feats that interact with the module. Other issues seem either inherent to the concept or provoke a trade-off, ie: making options for player characters to be incrementally good at the various modifiers, leads back to the optimization game that people who want to play without Ability Scores are probably already jaded to, and raises the question of why not just keep ability scores to begin with.
For the narrow target audience that would benefit from a system like this, maybe it would be better not to use a Characteristics sub-system at all. It's something that might never be known, because most of those people are probably already playing different systems and editions :P