AER: Optional Modifiers Based on Abilities

Anonymous's picture
Anonymous
February 2, 2008 - 12:50pm
Refer to: SECTOR 1: ABILITIES.

In the 25th Anniversary Edition Rulebook, when analyzing the use of abilities to assist in skills, I couldn't help but think that skills are not as much based on one's ability, but on their ability's modification of their training. I think optional modifiers is the best resolution. Note that I say "optional". It's not something that would be hard coded, but offered as an option.

I wanted to find out what the community thinks of an option of using modifiers to skills based on one's ability scores. In other words, we rely on the original skill scores as set out in AD, but use modifiers based on their abilities to enhance those skills. An ability-based modifier might look like this:

10 = -30
20 = -20
30 = -10
40 = 0
50 = +5
60 = +10
70 = +15
80 = +20
90 = +25
100 = +30

Ranged weapon skills wouldn't get the modifier, but all other skills would. Also, regarding weapons skills where STR would have an influence, instead of choosing between using DEX and STR, they use DEX as the base, like other weapons skills, but use STR for the modifier. So Martial arts would look like: Lvl x 10 + DEX + STR Mod = ____. A skill like Computers: Interface or Weapons: Demolitions would look like Lvl x 10 + 30% + INT Mod.

In fact, this does not really preclude the use of abilities as the base for base skill percentages if one still wanted to use those in conjunction with the ability modifiers.

Let me know what you think.
Comments:

Anonymous's picture
w00t (not verified)
February 8, 2008 - 7:10am
Refer to:


I would prefer to see 35 = 0 and 45 slightly heroic.



Zeram's picture
Zeram
February 8, 2008 - 9:25am
As others stated at the beginning of comments, skills are already taking into account usually 1/2 of the ability score so a higher ability score already gives a "bonus".  I would see no need to add an additional bonus for ability scores. 

I do like the idea about not giving a choice with martial arts between using DEX or STR.  I would like to see it as DEX and give use STR as a possible damage modifier.  The STR damage modifier could also be used in some melee weapons.

Concerning the average character ability scores:  I would say just use what the Alpha Dawn gives you as an average for NPC's.  Look under the "Creating Non-Player Characters" section.  There is table under "What are the NPC's ability scores?" which claims to be the average NPC.  I would use this as my guide and forget this back and forth on game theory and comparisons to versions of D&D.  It is all nice and interesting discussion but Star Frontiers is on its own and the original creators gave us an average for NPC ability scores.  Whether it is used or not for this project is another story....

Anonymous's picture
Corjay (not verified)
February 8, 2008 - 11:35am
Zeram wrote:
As others stated at the beginning of comments, skills are already taking into account usually 1/2 of the ability score so a higher ability score already gives a "bonus". I would see no need to add an additional bonus for ability scores.
That's actually only if you're using the half ability score option of the Remastered version. That option isn't offered in the original rulebook. The ability score modifiers are meant for the original scores, though they can also be used to modify skills based on ability scores if it is determined that another ability would have a bearing on the task.

SmootRK's picture
SmootRK
February 10, 2008 - 1:08pm
My only suggestion is to take one cue from the D20 folks...

make all the modifiers work the same way.  As in Punching Score, Initiative Modifier, and all the other derivative modifiers should all use the same method to generate, and to modify the related checks. 

But alas, this will take a more radical re-write and approach to accomplish.... but one does gain a measure of consistency with the rules.
<insert witty comment here>