Wednesday, January 28, 2026

The Final Puzzle Piece (yeah, nah, probably not final)

Last night, my son and I were going over the recent rule changes and updates to Missions & Mayhem, and I was explaining what would be different for his character. He should have been in bed already, but he said he wasn't sleepy. Well, talking about boring rules sure did the trick! He was a sleep within half an hour. 

 While we were talking, I realized something. I've taken away ability score modifiers to the proficiency checks. Like old school D&D, the ability scores have their effects but they're limited. One of the big problems with WotC's editions of D&D, for me at least, is that EVERYTHING depends on the ability scores. They're important, but shouldn't be that important. Besides, the character classes in this game already focus on one ability score each. 

Because the modifiers don't (normally*) affect the rolls, that left Intelligence as only modifying linguistic ability. And while a globe-hopping treasure hunter or superspy may need to know lots of languages, your typical 80s muscleman with machinegun or quaint New England murder detective or long-haul trucker running moonshine from Georgia probably doesn't. 

The ability scores affected these areas before last night's epiphany: 

Strength: melee combat (hit and damage), carrying capacity

Dexterity: ranged combat (hit only), AC, reflex saving throws

Constitution: hit points, fortitude saving throws

Intelligence: languages known (or limited communication ability if low)

Wisdom: bonus proficiency slots, will saving throws

Charisma: reaction checks, follower morale 

So all the scores except Int cover at least two mechanical areas. Well, I figured out what Int should do besides linguistics: bonus XP! 

Since the base classes are functional rather than professional, and multiclassing is not just easy, it's expected, it doesn't make sense for each class to get different bonuses to XP for high ability scores like D&D's prime requisites. If a Strong/Dedicated Hero has both high Str and Wis, does she get to double dip in the XP bonus? That's not good design. So I'd left it out. 

But last night, it hit me that Intelligence equals ability to learn, so that should be the general "prime requisite" ability score. 

So I'll be adding to the rules a little bit: 

"Intelligence modifies how well you learn from your experiences. Heroes with high Int learn faster, and those with low Int need to put in a little more effort." 

Int 3 to 5: -10% XP

Int 6-8: -5% XP

Int 9-12: no change

Int 13-15: +5% XP

Int 16-18: +10% XP

 

I know in previous discussions of D&D's prime requisite bonuses here and on other blogs, people have expressed the opinion that the small percentages don't really make that big of a difference. And in my opinion, that's a good thing. It's a nice little treat for a player who puts a high score in Int, and it's a small annoyance for a character who uses Int as a dump stat. But it won't have massive effects on the comparative power between PCs. And it gives me one small mechanical boost to the one ability score that didn't do very much. 


*One area where ability scores CAN modify proficiency rolls is in the Gamble mechanic. I developed this for chases, but may allow it in other areas as well. In a chase, each side rolls against the other, in a best three out of five framework. But on any particular roll, a player can try to gamble with their ability score. If they gamble, they roll 1d20, trying to get their score or lower. If they succeed, they get a +1 bonus on the chase roll for that round. If they fail, they get -1 to the roll. 

I'm considering allowing this for other areas of contested rolls, like with computer hacking. And maybe just a general rule for any Proficiency check.  

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