The Importance of Low Ability Scores
Jun 26, 2017 13:12:19 GMT -5
Admin Pete, bravewolf, and 1 more like this
Post by captaincrumbcake on Jun 26, 2017 13:12:19 GMT -5
P. 11 of M&M reveals the following:
Bonuses and Penalties to Advancement due to Abilities
So what is this all about?
Since there are no bonuses or penalties to a character's actions based on abilities, like in later publications (To Hit in combat; Defense adjustment, etc.) the only affect the above scores have on the character could be in the shaping of one's character. In other words, while the Fighting Man with a strength of 18 might advance in levels quicker, and might perform feats easier should the referee call for a roll of "your strength or less" (on a d20), another Fighting Man, with a strength of 3, would simply advance slower, and might not be able to perform the same feats as his 18 strength associate. But he (the weaker one) can still wear armor, swing a weapon, find treasure, etc.
Having low PR scores might require the player to be more resourceful, think things out, be cautious, since he/she cannot as easily perform feats (as mentioned) that might allow a stronger character to easily sail through. And this same approach might as easily apply to a Magic-user or Cleric, with an Intelligence or Wisdom of 3-8; they will advance slower than their more learned and wise associates, but, eventually, they'll get there.
It is, as I see it, a matter of character-shaping. Those that do not have the higher scores, might have to actually be more clever than those that have, in order to attain their goals.
I doubt the designers of the game intentionally applied this perspective to the mechanics when piecing it together (perhaps Gronan or Rob Kuntz could elaborate on that), but whether or not they did, it has always been obvious to me to take it, that way.
If you play the game long enough, eventually, and reach the end goal one has set for oneself, the realization of the journey getting there, rather than the end itself, will become the fonder of the two aspects of playing D&D. At least, that's what I believe.
Bonuses and Penalties to Advancement due to Abilities
Prime requisite 15 or more: | Add 10% to earned experience |
Prime requisite 13 or 14: | Add 5% to earned experience |
Prime requisite 9-12: | Average, no bonus or penalty |
Prime requisite 8 or 7: | Minus 10% from earned experience |
Prime requisite 6 or less: | Minus 20% from earned experience |
So what is this all about?
Since there are no bonuses or penalties to a character's actions based on abilities, like in later publications (To Hit in combat; Defense adjustment, etc.) the only affect the above scores have on the character could be in the shaping of one's character. In other words, while the Fighting Man with a strength of 18 might advance in levels quicker, and might perform feats easier should the referee call for a roll of "your strength or less" (on a d20), another Fighting Man, with a strength of 3, would simply advance slower, and might not be able to perform the same feats as his 18 strength associate. But he (the weaker one) can still wear armor, swing a weapon, find treasure, etc.
Having low PR scores might require the player to be more resourceful, think things out, be cautious, since he/she cannot as easily perform feats (as mentioned) that might allow a stronger character to easily sail through. And this same approach might as easily apply to a Magic-user or Cleric, with an Intelligence or Wisdom of 3-8; they will advance slower than their more learned and wise associates, but, eventually, they'll get there.
It is, as I see it, a matter of character-shaping. Those that do not have the higher scores, might have to actually be more clever than those that have, in order to attain their goals.
I doubt the designers of the game intentionally applied this perspective to the mechanics when piecing it together (perhaps Gronan or Rob Kuntz could elaborate on that), but whether or not they did, it has always been obvious to me to take it, that way.
If you play the game long enough, eventually, and reach the end goal one has set for oneself, the realization of the journey getting there, rather than the end itself, will become the fonder of the two aspects of playing D&D. At least, that's what I believe.