
Teridax |
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So here's the name of the game:
Now with this in mind, I'll start:
Players are generally assumed to boost the "big 3" attributes on their characters (Dex, Con, and Wis) every time they get 4 attribute boosts per level, with exceptions for Dex on classes that can wear heavy armor. This implies defense and Perception modifiers converge towards similar amounts at higher levels.
Players are generally assumed to boost their key attribute whenever they can, such that their attack and/or spellcasting modifier and class DC follow a pretty consistent progression.
Players are generally assumed to boost their skills relatively freely, such that there's a fair amount of variance between skill modifiers.
Based on these, and when factoring in item bonuses (but obviously not status or circumstance bonuses), there's the assumption that character modifiers and DCs tend to end up at one of five ranks:
Untrained: "I didn't increase this skill," with a final modifier of 0.
Trained: "I'm not very good at this," usually up-to-expert proficiency and the attribute isn't your key attribute, with a final modifier of 12 + your level.
Expert: "I'm okay at this," usually up-to-master proficiency and the attribute isn't your key attribute, or up-to-expert proficiency and the attribute is your key attribute, with a final modifier of 14 + your level.
Master: "I'm good at this," usually up-to-master proficiency and the attribute is your key attribute (and sometimes up-to-legendary proficiency and the attribute isn't your key attribute), with a final modifier of 16 + your level. You can sort of kludge spellcaster proficiency into this category even though spell attack modifiers get stuck at a -1 relative to martials.
Legendary: "I'm exceptionally good at this," with up-to-legendary proficiency and the attribute is your key attribute, with a final modifier of 18 + your level.
You'll notice that if you shave 10 off most of these ranks, the numbers end up the same as regular TEML proficiency bonuses! This is the fun part where we take that observation and run way too far with it.
The Concept
With the above assumptions in mind, here goes:
This is a bit of a laundry list, which is already a point against it, but just to pick a few examples:
Let's say you're a Ranger:
Effectively, your essential proficiencies would remain consistent, with your Perception modifier starting off more pronounced, your class wouldn't get the same proficiency and item bonus bumps they do now, and their progression in those stats would instead just be pretty consistent. You wouldn't be able to boost Intelligence as a fourth stat for more trained skills, but your Outwit Ranger would be able to get between a +2 and a +10 to all of their edge's boosted checks against their prey.
Now, to pick a caster, let's say you're a Wizard:
Even simpler here, you'd stick to your basic proficiencies and would just get lots more trained skills to play with by virtue of being an Int class. As a bonus, your spell attack would be just as accurate as any typical martial class's weapon attacks at all levels (like the Ranger's!).
Now with this entire wall of text out of the way, let's hear what you think!

Helmic |
3 people marked this as a favorite. |

I'm gonna have to sit down and read and think through your specific changes in detail - I definitely get the qualifier you open with, because a genuine benefit to not having attributes is that attributes themselves introduce a ton of complexity into hte system and a system without them would be simpler, but if you have to homebrew them out you're instead introducing a ton of complexity into the system in order to cut them out.
But in doing so you kind of demonstrate how little depth attributes actually introduce into the system, because the assumptions of how D&D worked kind of made attributes a non-choice. You max out your attack stat, you boost your defensive stats (saves and AC), and then the leftovers are about whether you can carry your own gear or roleplay as a slightly smart or slightly gregarious person, with a handful of classes and subclass options having to be designed from the ground up with the assumption that their attack stat isn't the same thing as their key attribute as a really wonky way to say they have slightly less accuracy at certain level ranges than normal in exchange for some added benefit.
From there, attributes then severely constrain what archetypes will work together, which IMO is a bad thing generally and there's better ways to prevent combinations that are genuinely problematic. We actually saw Paizo seem to recognize this during the remaster when removed tradition-specific spellcasting proficiencies, this is still using attributes to restrict certain combinations but like the trend is towards permitting more combinations rather than restricting them.
And, again, a huge chunk of the book is dedicated *just* to generating your attribute array, when there's maybe 3 or 4 arrays players are likely to ever use. A lot of how the ABC system was designed was mostly a way to force players to have a range of numbers on their sheet so that they have a range of things that they are great, good, OK, and bad at.
The main thing attributes do that can't be done by just baking their numbers into the classes themselves is their interaction with skills, it's a way to improve a suite of skills. And I think that could be done so much better by just making that into a new feat category - take the Imposing feat to boost Athletics and Intimidation for someone that tries to scare people by being ripped rather than having a way with words, or Studious to boost Arcana, Religion, Nature, and Occult without that necessarily making you better at Society. And so on and so forth, grouping skills in ways that make sense as a personality for a particular character without the current restrictions make many members of hte same class take all the exact same suite of skills because those are the ones that share a skill with what the class uses, without Recall Knowledge having to contend with the fact that virtually everyone that doesn't key off INT dumps INT.
None of this I think would work out as homebrew for 2e, but it does make me wish that if/when we get a 3e Paizo seriously considers dropping attributes in favor of baking the numbers classes are supposed to have directly into the classes and giving us a more meaningful customization option in its place.

Teridax |

What you describe are exactly the reasons why I want to see attributes removed in a future edition of Pathfinder -- and exactly the reasons why removing them in PF2e would be more trouble than it's worth. If you're interested, I've taken the above and refined it into this brew, which covers a few more bases and also shows how class stat blocks would look like under this model. This is actually part of what spurred my Druid thread some days back -- when you look at the class's base stats under the above implementation, they really have nothing special, because their proficiencies are brought to their late-game stage rather than the early-game stage where they have a major statistical benefit. The Druid's unique statistical benefits mainly come online in the early to mid game, and vanish thereafter.
But yeah, I have to say that attributes feel like a constant wrench thrown in the works of an otherwise really smooth character customization system. Many classes can't feel like they fulfil their fantasy effectively due to being pulled in too many directions, like the Inventor or Magus, and when character options don't work on a build, it's usually due to some clash in required attributes as well. I homebrew a fair bit, and one of the most consistent issues I've run into homebrewing for PF2e is trying to massage attributes into whatever I'm implementing. For instance, I'm currently working on a Skald class archetype for the Bard, and I feel like I'm going to have to implement some mandatory math-y feature to compensate for the fact that the archetype will likely want to be able to build Strength and Charisma on the same character, but not necessarily use heavy armor to make up for their resultingly awful Reflex saves. Were it not for attributes, and if character abilities came purely down to proficiencies, features, and feats, all of this would be much simpler and smoother to work with, and builds would be able to focus on customization options that actually do something, instead of patching up gaps in the system's math.

Unicore |

My idea for a game with out set attributes is to replace the attribute system with a new pool of things that work like feats, but are something more like "Characteristics." So let's say a starting character got 4 (or x or whatever) characteristics, they could choose any 4 they want, and then they don't have to stay so static and boring. Like there could even be 6 of them called "Strong, Dexterous, Tough, Wise, Smart, Charismatic" but it would potentially be possible to get some of the same combat bonuses from different current attributes for characteristics (or traits) like "scrappy," or "stone-infused" or other more fantastical ways of being.

Teridax |

I quite like the idea of letting adventurers start with some kind of unique characteristic, though I feel we could also do way better than just trying to copy the 6 attributes. "Strong" isn't really a standout characteristic when a whole bunch of characters are really strong, and that characteristic can be mostly represented even if PF2e with just Athletics proficiency and the Hefty Hauler feat. By contrast, a characteristic like "stone-infused," as you mention, is much more distinct, and I think comes closer to 13th Age and the One Unique Thing each character gets. It could be fun to explore what those kinds of unique characteristics could be, how they modify your character in unique ways, and how they'd work as an entire range of options to let party members begin with.

Unicore |

I figured some very basic generic ones that could cover very common tropes of the genre and not make it feel like anything is being lost would help settle the sticker shock of no attributes. Strong would be like the equivalent of investing all relevant attribute boosts into STR, giving an appropriate melee accuracy bonus, damage bonus and ability to carry more weight (which will have to cover armor str requirements), but scrappy might give the accuracy bonus without the damage or carry benefit, maybe boosting hp instead.

Teridax |

Trying to replicate attributes in a game without attributes is something I'd want to challenge, though, especially if it means just layering mandatory stat boosts back on. If starting out with the "strong" characteristic meant your melee attacks were more accurate and dealt more damage, every melee character would pick that characteristic. That to me doesn't really register as an interesting choice, or even all that much of a choice if not picking that characteristic made your character worse at their core functionality.
When it comes to depicting basic qualities like strength, we already have feats and proficiencies as examples of how that can be done in a more nuanced way: Hefty Hauler, for instance, does generally indicate a strong character, but specifically in the sense that they can carry more, whereas proficiency in Athletics suggests a strong character who can make powerful leaps and push people around. When a character hits particularly accurately or hard, that can already be represented by their Strike proficiencies, weapon specialization, and class features like Rage, and because these kinds of things are considered mandatory for certain classes, they're part of the base package. Moving beyond attributes in my opinion ought to mean focusing on what makes characters special: it's not enough for an adventurer to be strong, because lots of people are strong, but if they can jump freakishly long distances or punch walls so hard that they break, that is when they've got something less out of the ordinary going for them.

Helmic |
2 people marked this as a favorite. |

Yeah the entire purpose of this is to remove the trap option of not taking the thing that increases your accuracy, anything that is giving the player the option to screw themselves on accuracy without any genuinely worthwhile tradeoff (ie, the tradeoff between a fighter's +2 and a rogue's sneak attack) is antithetical to what we're talking about. I don't know how many times I've had to sit and argue with players who do not understand that PF2e is not D&D fifth edition and that hte game expects them to be at full accuracy, and some number of people take that as having control of their character wrested from them.
I would rather bypass that entire argument and just not have that be an option, because usually what that kind of player actually wants when they roll a rogue with 16 INT and 12 DEX is to be able to say their character is smart. They don't care about the numbers behind it, they care about the label the numbers are applying to their character, and if I could have a system where they could be a smart rogue without it fundamentally underminining the class's ability to function I'd be over the moon. It's really the one way you can make a genuinely bad character concept in 2e, misallocating attributes, and the number of times I've had to deal with someone stubbornly insisting that it's their character and they get to do with the attributes as they please and then they get frustrated at the system when they can't ever do anything because they're missing all the time and dealing less damage and failing their skill checks is just so, so much more than the number of times I've seen a player do anything particularly clever or interesting with the attribute system. Which isn't hard, because the latter has happened zero times.