JPS
Serving humanity by counterexample
I love D&D 5e. It's a great system which, so far as I can tell, does a great job of unifying the various editions in a way that makes them seem as though they are all part of the same game.
But one thing I feel is that abilities aren't as important now as they were in, say, the second edition.
Why? It's because abilities are associated with modifiers rather than used outright. For ability checks in the second edition, one would simply see if a d20 roll went below his ability; if so, he succeeded.
Nowadays you roll, apply the modifier for your ability, and compare the modified roll to a target number. Your chances of success are remarkably slim this way.
Have an ability score of 18? Then when playing the second edition, your chance of success at a medium difficulty task is a whopping 90%. In the fifth edition it is only 55% (15 - 4 modifier = 11 * 5 = 55).
Now, I don't like this very much.
Adventurers are tough and they don't do things half-assedly. Medium difficulty tasks are not so hard for adventurers, especially those with ability scores of 18, unless you subscribe to the idea that anyone can become an adventurer. Personally, I don't.
With my system there are five abilities instead of the usual six. These are: Spirit, Awareness, Vitality, Intellect, and Sociability. Spirit measures your morale and ambition; Awareness, your perception and agility; Vitality, your strength and hardiness; Intellect, your acuity and cognition; and Sociability, your wisdom and charm.
I firmly feel that this is a better way of looking at the adventurer's personality. A few qualms I have with D&D's scheme of things: one can certainly be wise and yet absent-minded, while both keenness and insight into the motives of others are measured by Wisdom; one is rarely ever both sickly and strong; one is rarely ever both agile and absent-minded; etc.
My categorizations are designed to fix and to simplify things; though, admittedly, they do introduce a few problems of their own.
Anyway, now we get to the matter of resolving tasks. Tasks in my system are resolved in three ways: simple ability checks, complex ability checks, and contests.
Let's say you want to lift a boulder and your strength is 16. This constitutes a simple ability check. Roll a d20 and see if your result is lower than your ability score; the lower the number, the better. If it is, you succeed; if not, you either fail or succeed while introducing complications. Done.
Now, let's say you want to trick somebody into believing you are his long-lost cousin. The relevant ability here is Sociability. You roll a d20 as in the preceding case, but this time it is a little bit more complicated. Instead of comparing the roll to your ability score, you compare the roll to the average of your Sociability and his passive Sociability. Passive abilities are simply equal to 20 - your active ability score.
So, let's say your unsuspecting victim has a Sociability of 16, while yours is 10. His passive Sociability is 4. You average 4 and 10 and the result (7) is your target number. This comes out to a 35% chance of success; not very good.
Lastly are contests. Let's say you are at a tavern and are engaged in an arm-wrestling fight with the town brute. His Vitality is 18 and yours is 14. In this case, you each make a simple ability check. Once both checks are done, a 'round' passes. If one person succeeds and the other person fails in the round, then the person who succeeds wins the contest. On the other hand, if both fail or both succeed, the contest goes on with a new round until the winning condition is met.
This is how tasks are resolved. Now let's look at difficulty. The notion of difficulty in my system uses a modified version of 'advantage' and 'disadvantage' from 5e, meaning that in a high-difficulty situation you roll several times and take the worst result and in a low-difficulty situation you roll several times and take the best result.
That's a basic outline of my new RPG system. I haven't gotten as far as the races and classes, but those will come naturally.
Suggestions and improvements are welcome.
But one thing I feel is that abilities aren't as important now as they were in, say, the second edition.
Why? It's because abilities are associated with modifiers rather than used outright. For ability checks in the second edition, one would simply see if a d20 roll went below his ability; if so, he succeeded.
Nowadays you roll, apply the modifier for your ability, and compare the modified roll to a target number. Your chances of success are remarkably slim this way.
Have an ability score of 18? Then when playing the second edition, your chance of success at a medium difficulty task is a whopping 90%. In the fifth edition it is only 55% (15 - 4 modifier = 11 * 5 = 55).
Now, I don't like this very much.
Adventurers are tough and they don't do things half-assedly. Medium difficulty tasks are not so hard for adventurers, especially those with ability scores of 18, unless you subscribe to the idea that anyone can become an adventurer. Personally, I don't.
With my system there are five abilities instead of the usual six. These are: Spirit, Awareness, Vitality, Intellect, and Sociability. Spirit measures your morale and ambition; Awareness, your perception and agility; Vitality, your strength and hardiness; Intellect, your acuity and cognition; and Sociability, your wisdom and charm.
I firmly feel that this is a better way of looking at the adventurer's personality. A few qualms I have with D&D's scheme of things: one can certainly be wise and yet absent-minded, while both keenness and insight into the motives of others are measured by Wisdom; one is rarely ever both sickly and strong; one is rarely ever both agile and absent-minded; etc.
My categorizations are designed to fix and to simplify things; though, admittedly, they do introduce a few problems of their own.
Anyway, now we get to the matter of resolving tasks. Tasks in my system are resolved in three ways: simple ability checks, complex ability checks, and contests.
Let's say you want to lift a boulder and your strength is 16. This constitutes a simple ability check. Roll a d20 and see if your result is lower than your ability score; the lower the number, the better. If it is, you succeed; if not, you either fail or succeed while introducing complications. Done.
Now, let's say you want to trick somebody into believing you are his long-lost cousin. The relevant ability here is Sociability. You roll a d20 as in the preceding case, but this time it is a little bit more complicated. Instead of comparing the roll to your ability score, you compare the roll to the average of your Sociability and his passive Sociability. Passive abilities are simply equal to 20 - your active ability score.
So, let's say your unsuspecting victim has a Sociability of 16, while yours is 10. His passive Sociability is 4. You average 4 and 10 and the result (7) is your target number. This comes out to a 35% chance of success; not very good.
Lastly are contests. Let's say you are at a tavern and are engaged in an arm-wrestling fight with the town brute. His Vitality is 18 and yours is 14. In this case, you each make a simple ability check. Once both checks are done, a 'round' passes. If one person succeeds and the other person fails in the round, then the person who succeeds wins the contest. On the other hand, if both fail or both succeed, the contest goes on with a new round until the winning condition is met.
This is how tasks are resolved. Now let's look at difficulty. The notion of difficulty in my system uses a modified version of 'advantage' and 'disadvantage' from 5e, meaning that in a high-difficulty situation you roll several times and take the worst result and in a low-difficulty situation you roll several times and take the best result.
That's a basic outline of my new RPG system. I haven't gotten as far as the races and classes, but those will come naturally.
Suggestions and improvements are welcome.