This episode of brain dribbles actually looks at character generation, so should likely be titled as the first “On Character Development” piece. It just happens to be the third to make it into type, so what’m I gonna do?
This could probably be titled “On the Death of Attributes” as that’s the primary focus of the thoughts leading up to this. In OD&D, rolled attributes were used for very little. A prime requisite score lower than average would provide a penalty to accrued experience points and a prime requisite score higher than average would provide a bonus. Dexterity, Constitution, and Intelligence ratings could affect some specific abilities beyond that xp adjustment, though the attributes didn’t carry much mechanical heft. (Dungeons & Dragons, Book I: Men & Magic, page 11)
By the time AD&D rolled out, attributes carried much greater heft in mechanical terms. The range of bonuses expanded, the abilities to which those bonuses applied expanded, minimum scores were required to qualify for character classes. It was possible to generate a pair of characters of the same class that would have vastly different experiences in play due to one of them rolled poorly and gaining no bonuses and the other rolled well and thus having a much easier go from the outset. The urge for some differentiation resulted in built-in advantages garnered for some PCs, reducing the need for playing skills with those favored characters.
To truly focus on player skill, which is a foundational principle for old school play as I understand it, then ameliorating any significant built-in advantages or disadvantages rises in importance. At this point, I don’t see how involving the same degree of advantages to be gained via random rolls remains viable.
Couple that with the frustration of rolling a set of attributes only to use those to get a modifier that is actually used in mechanics and I’ve ended up where I am now: not gonna bother with attribute rolls. If there are to be modifiers to specific abilities, those need to be generated for those specific abilities without any intervening step.
So, I’ve done away with attributes as a defining aspect at character generation. Any bonuses to specific abilities will be assigned to those abilities directly, whether by random roll or player direction; a random roll may only indicate which set of discrete abilities the player may choose from to assign a bonus to. Limit the number of possible bonuses so a player can’t “win” at chargen and yet still allow for a bit of differentiation at the outset. It could also be a requirement that a bonus apply to one of the abilities important to a character class to qualify for that class.
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