Friday, July 28, 2017

The Case Against AD&D - Ability Scores, pt. 8

After a bit of a hiatus, I'm back with the final word on ability scores in AD&D 2e. I've been dealing with a situation at home that's been something of a disaster, and been having to make time for physical therapy appointments, so less time for examining a roleplaying game older than I am.

Ability Score Requirements

We've talked about the ability scores themselves, but we've only briefly touched on ability score requirements, which will inevitably lead into my examination of the races and classes, but let's just talk about the requirements for those for now. Personally, I'm not a fan, and I'm not a fan because  they made humans the default with unlimited potential, but with higher ability scores you can play something right now that starts more powerful and won't actually have to pay the price for it unless you somehow manage to actually get to the racial maximums.

So, if you're fortunate enough to roll good ability scores, there's not really a reason not to play a better race or class, or combination thereof is there? 
 
Racial Minimums

Well, let's take a look at racial minimums. Taking into account the average roll for 4d6 drop the lowest (16, 14, 13, 12, 10, 9), you can see that in general, there's no race you can't qualify for with that array. This is genuinely to the good. However, things get more complicated as we go along.

Class Minimums

 Here we have the class minimums, which throw a big ol' wrench into the process of picking a race and class.

With the average array, you can't qualify for Paladin or Ranger. You would also be required to sacrifice your highest ability score in order to play most of the Mage specialist classes, leaving you with a significantly less impressive 14 for your prime requisite, Intelligence.

For a further wrinkle, there are just some class and race combos you can't choose at all. But, let's do a bit of an experiment.

We have the average array (16, 14, 13, 12, 10, 9), and we want to play an elf. Thus, we can add a +1 to Dexterity and a -1 to Constitution to the final ability scores. In this case, we could qualify for the Ranger class, so long as we put our 16 in Constitution, our 12 in Dexterity, our 14 in Wisdom, and our 13 in Strength. The 9 can go to Intelligence, and the 10 to Charisma, our "dump stats". Either way, we're stuck with a max level of 15 as a Ranger unless optional rules are in play (level restrictions were the way in which the game "balanced" the superior starting abilities of demihumans - which is to say, not at all in any realistic sense).

On the other hand, we could have played a generalist Mage and put that 16 into Intelligence. Or a Fighter and had the 16 in Strength. Another option (which I think is superior) is to play a Fighter/Wizard, placing 16 in Strength, 13 in Intelligence, and 14 (now a 13) in Constitution. This is because elves can multiclass, gaining all the benefits of the two classes at the cost of having to level both classes by splitting XP between them. They only need to qualify for the classes to do this (though they're restricted to Fighter/Mage, Fighter/Thief, and Mage/Thief combinations).

A human character with the same array is unable to qualify for Ranger at all, and can't multiclass.

Comparing Characters

I should save some of this for my comparison of the races, but I think it illustrates the point I'm getting at. Without going into huge amounts of detail about racial abilities, let's start off by stating that humans have no advantages and no weaknesses. They are a blank slate. Their largest "advantage" which is more like a remote option, is that they are the only race that can take the Paladin class (I'm sure some Planescape fan is waving their arms and saying "But-!" But nothing. Save it. We're talking just the PHB here, and have been since the beginning. I may touch on campaign settings at some future date, but not right now).

Elves, on the other hand, are all but immune to sleep and charm effects, they get a small bonus (+1) to fighting with bows (but not crossbows) and small and long swords. They can surprise enemies if not wearing metal armor. They can see in darkness up to 60 feet. They have a better chance to detect secret doors in dungeons. And lastly, as I discussed above, elves get a +1 to Dexterity and a -1 to Constitution (maximum is still 18, despite many house rules I've encountered over the years). They also have level restrictions according to the table above, if you want to consider that a true limitation.

So, keeping this in mind, you can play a human Fighter with 16 Strength, 14 Constitution and the other stats distributed how you like, or an elf Fighter/Wizard with 16 Strength, 13 Con, and 13 Intelligence. Or you could play a Ranger, and be really cool, because the human can't even qualify for it. Rangers, if you're not aware, get dual-wielding (a melee weapon in each hand), better attacks with bows, animal companions, and eventually, druid spells. They also have a bunch of skills directly related to "solving" wilderness encounters. Straight Fighters really only have weapon specialization going for them (which is again, another reason why you shouldn't take it away from them and give it to all the warrior classes. You could call it "Fighters Now Suck" the house rule).

Do I even have a conclusion?

To answer the question, yes, I do have a conclusion. Looking back on all of my ruminations on the ability scores, I'm of the opinion that how AD&D approaches them is flawed. It has made them way, way more important than they should be, and restricts interesting class options behind a wall of requirements that almost ensures your character is going to "suck" compared to someone who picked a more straightforward class and put their highest ability scores into the prime requisite.
On the other hand, there's combos like the elf Fighter/Wizard that basically screams "I'm the best option you'll get at 1st level!" You can fight well, and you can cast spells, have superior senses, and are practically immune to common spells and effects that can shut down an entire encounter. The XP splitting could potentially be considered a crippling disadvantage, except of course, you now have more tools in your toolbox to solve problems with, and can resort to just Fighting your way out if you have to. Sounds to me like the elf Fighter/Wizard has a strong chance to live to see the fruits of all that XP gathered.

By making ability scores as important as they are (in particular high ability scores), the AD&D game creates this tiny niches for characters to fall into. Our average array human will never get to play a Paladin or Ranger. The elf can only be certain classes, and while one of them is potentially interesting to play, it's clearly an inferior option to the Fighter/Wizard. Moreover... the level limit doesn't actually matter at all at 1st level, or even 10th level. If you managed to reach 12th level as a Fighter/Wizard, then (and only then) does it become a potential issue. But, bear in mind that this is 1,750,000 XP. A single classed Ranger is 13th level, a single classed Fighter is 15th, and a single classed Mage is 14th level. Not as huge a difference as it seems.

Inevitably, AD&D 2e has a propensity to encourage higher ability scores, both for qualifying for classes, but also for races, and then taking those and combining them to the strongest effect. This is exacerbated by the occasionally nonsensical ability score progressions (exceptional strength), or the bizarre upward scaling of the post 18 scores.

I've known and encountered plenty of players who either played 2e or ran 2e games, and almost universally, they ignore things like level limits, racial restrictions, and ability score requirements. For my part, I can't blame them. However, there is something charming about playing a game as it was intended to be played, rather than "fixing" it because we don't agree with some of the choices that were made. It would be akin to "fixing" chess by removing the knight's ability to move over pieces in it's path.

As for me, if I didn't like the knight's abilities, I'd just play a different game. Which is exactly what I already do with D&D. I prefer Basic and its variants to AD&D's maddening exceptions and obtuse subsystems. But if you like AD&D, more power to you. I'm not here to attack your choice of game, merely to present the case of why I in particular abandoned the system in my quest for the flavor of Dungeons & Dragons that would satisfy me.

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