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Comparing editions: What is Strength?
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<blockquote data-quote="JEB" data-source="post: 8645807" data-attributes="member: 10148"><p>Looking at comparing equivalent things from different editions, for reasons, and randomly decided to see what Strength actually meant in different editions.</p><p></p><p><strong>Original D&D</strong></p><ul> <li data-xf-list-type="ul">Prime requisite for fighters, meaning that higher scores increase XP earned (by 5% or 10%), and lower scores decrease it (by 10% or 20%). Clerics can - if I understand this correctly - add 1/3 their Strength score as a virtual bonus to their Wisdom, for the purposes of determining bonus XP; however, that only applies to Strength of 9 or higher.</li> <li data-xf-list-type="ul">Aids in opening traps "and so on." (They never really explain how; closest we get is that anyone can force open a door on 1 or 2 on d6, unless they're "smaller or lighter". Chainmail doesn't address Strength either.)</li> <li data-xf-list-type="ul">Scores seem to max out at 18.</li> <li data-xf-list-type="ul">And that appears to be it in the original rules!</li> </ul><p><strong>Original D&D plus Greyhawk</strong></p><ul> <li data-xf-list-type="ul">Adding to the above...</li> <li data-xf-list-type="ul">Strength now affects your to-hit, damage, encumbrance limits, and ability to open doors (modified from the 1-2 on d6 above). Positive benefits only apply to fighters, however.</li> <li data-xf-list-type="ul">Percentile Strength (18/01-18/00) is introduced for fighters with an 18, which can raise the above bonuses even further (and allowing a fighter to open magically sealed doors at a lower chance than normal doors).</li> <li data-xf-list-type="ul">Fighters with exceptional Strength can also "bend iron bars and perform other feats of strength with ease."</li> <li data-xf-list-type="ul">Non-human PCs can raise their fighter level limits if they have exceptional Strength.</li> </ul><p><strong>Holmes Basic (1977)</strong></p><ul> <li data-xf-list-type="ul">Prime requisite for fighters, as in 0E, with the same effects on XP. Clerics can't use their Strength score for bonus XP, but magic-users can convert Strength to Intelligence at character creation on a 3:1 ratio.</li> <li data-xf-list-type="ul">As near as I can tell, that's it! I guess they decided the Greyhawk extensions were better for AD&D alone.</li> </ul><p><strong>AD&D 1st Edition</strong></p><ul> <li data-xf-list-type="ul">Strength is "a measure of muscle, endurance, and stamina combined."</li> <li data-xf-list-type="ul">Strength affects your to-hit, damage (in melee), weight allowance (measured in gp, defaults to 500?, 10:1 ratio with pounds), open doors roll, and bend bars/lift gates percentage.</li> <li data-xf-list-type="ul">Prime requisite of fighters, granting 10% more experience above 16. Fighters with an 18 can roll exceptional Strength (18/01-18/00). One of the primes for paladins and rangers.</li> <li data-xf-list-type="ul">Characters can lift 10 x their Strength above their head in a military press.</li> <li data-xf-list-type="ul">There are maximum Strength scores for specific races, as well as lower caps for females of all species. Higher Strength scores allow non-human PCs to exceed fighter class limits.</li> <li data-xf-list-type="ul">Strength scores implicitly can exceed 18/00, based on the giant strength in the DMG, but such scores aren't described for normal PCs.</li> </ul><p><strong>Moldvay Basic (1981)</strong></p><ul> <li data-xf-list-type="ul">Strength is "a measure of muscle power and the ability to use that power."</li> <li data-xf-list-type="ul">Strength is now the prime requisite for fighters and dwarves, and one of the prime requisites for elves and halflings. Same adjustments to XP for low/high scores.</li> <li data-xf-list-type="ul">Strength modifiers (based on high or low scores) add to or subtract from your to-hit and damage (in hand-to-hand combat only), as well as opening doors.</li> <li data-xf-list-type="ul">Strength ability checks first suggested (roll under score to succeed).</li> <li data-xf-list-type="ul">No mention of race or gender caps.</li> </ul><p><strong>Mentzer Basic (1983)</strong></p><ul> <li data-xf-list-type="ul">Basically the same as Moldvay Basic, though explained less efficiently.</li> </ul><p><strong>AD&D 2nd Edition</strong></p><ul> <li data-xf-list-type="ul">Strength "measures a character’s muscle, endurance, and stamina."</li> <li data-xf-list-type="ul">Strength ability checks are rolled under your Strength score.</li> <li data-xf-list-type="ul">Prime requisite of warriors, granting 10% more experience above 16. Warriors with an 18 can roll exceptional Strength (18/01-18/00). Only prime for fighters, one of the primes for paladins and rangers.</li> <li data-xf-list-type="ul">Strength affects your to-hit, damage (generally melee, but does apply to missile weapons under special circumstances), weight allowance, maximum press, Open Doors rolls, and Bend Bars/Lift Gate percentage.</li> <li data-xf-list-type="ul">No mention of gender caps, but there are race caps. Halflings cap at 18 (their cap was 17 in 1E) but halfling fighters do not roll for exceptional Strength.</li> <li data-xf-list-type="ul">Strength scores cap at 25, but scores above 18/00 are listed alongside various giants.</li> <li data-xf-list-type="ul">Non-weapon proficiencies associated with Strength: Blacksmithing, Carpentry, Stonemasonry, Swimming, and Jumping.</li> </ul><p><strong>Rules Cyclopedia</strong></p><ul> <li data-xf-list-type="ul">Strength is "the character's physical might."</li> <li data-xf-list-type="ul">Strength is still the prime requisite for fighters and dwarves, and one of the prime requisites for elves, halflings, and mystics.</li> <li data-xf-list-type="ul">Strength modifiers (based on high or low scores) affect to-hit (in melee), damage (for melee and thrown attacks), and Open Doors rolls.</li> <li data-xf-list-type="ul">Retains Strength ability checks from Moldvay and Mentzer (roll under score).</li> </ul><p><strong>D&D 3.0</strong></p><ul> <li data-xf-list-type="ul">Strength "measures your character's muscle and physical power."</li> <li data-xf-list-type="ul">Strength score determines modifier that applies to melee attack rolls; damage rolls with melee or thrown weapons; Climb, Jump, and Swim checks; and Strength checks generally. It also determines your carrying capacity.</li> <li data-xf-list-type="ul">No exceptional Strength at 18. No upper limit on Strength scores.</li> <li data-xf-list-type="ul">No race-based ability caps.</li> </ul><p><strong>D&D 3.5</strong></p><ul> <li data-xf-list-type="ul">Same as D&D 3.0.</li> </ul><p><strong>D&D 4th Edition</strong></p><ul> <li data-xf-list-type="ul">Strength "measures your character's physical power."</li> <li data-xf-list-type="ul">Ability modifier applies to Strength ability checks, basic melee attacks (including to-hit and damage) and Athletics checks, and may contribute to Fortitude defense.</li> <li data-xf-list-type="ul">You can carry 10 x Strength as a normal load, x20 as as maximum lift (slowed), x50 as push/drag.</li> <li data-xf-list-type="ul">No upper limit on Strength scores.</li> <li data-xf-list-type="ul">Powers for clerics, fighters, paladins, rangers, and warlords may be based on Strength.</li> </ul><p><strong>D&D Essentials</strong></p><ul> <li data-xf-list-type="ul">Basically the same as 4E.</li> </ul><p><strong>D&D 5th Edition</strong></p><ul> <li data-xf-list-type="ul">Strength measures "bodily power, athletic training, and the extent to which you can exert raw physical force."</li> <li data-xf-list-type="ul">Ability modifier applies to Strength ability checks, including Athletics checks. Example uses include forcing open stuck doors and breaking free of bonds.</li> <li data-xf-list-type="ul">Strength modifier adds to attack and damage rolls with melee weapons (including javelins), including hand-to-hand and thrown attacks.</li> <li data-xf-list-type="ul">Strength scores cap out at 30 (20 for PCs relying on ability score increases).</li> <li data-xf-list-type="ul">Can carry 15 x Strength, and push or drag twice that (slowed). Carrying capacity doubles for every size above medium and halves for every size below it.</li> </ul><p>Feel free to correct me if I have anything wrong!</p><p></p><p>EDITS: Added that Moldvay was (apparently) the first version of the core rules to have ability checks. Clarification on 0E + Greyhawk, and on 1E. Added corrections from [USER=6799660]@Willie the Duck[/USER] and [USER=694]@Egon Spengler[/USER].</p></blockquote><p></p>
[QUOTE="JEB, post: 8645807, member: 10148"] Looking at comparing equivalent things from different editions, for reasons, and randomly decided to see what Strength actually meant in different editions. [B]Original D&D[/B] [LIST] [*]Prime requisite for fighters, meaning that higher scores increase XP earned (by 5% or 10%), and lower scores decrease it (by 10% or 20%). Clerics can - if I understand this correctly - add 1/3 their Strength score as a virtual bonus to their Wisdom, for the purposes of determining bonus XP; however, that only applies to Strength of 9 or higher. [*]Aids in opening traps "and so on." (They never really explain how; closest we get is that anyone can force open a door on 1 or 2 on d6, unless they're "smaller or lighter". Chainmail doesn't address Strength either.) [*]Scores seem to max out at 18. [*]And that appears to be it in the original rules! [/LIST] [B]Original D&D plus Greyhawk[/B] [LIST] [*]Adding to the above... [*]Strength now affects your to-hit, damage, encumbrance limits, and ability to open doors (modified from the 1-2 on d6 above). Positive benefits only apply to fighters, however. [*]Percentile Strength (18/01-18/00) is introduced for fighters with an 18, which can raise the above bonuses even further (and allowing a fighter to open magically sealed doors at a lower chance than normal doors). [*]Fighters with exceptional Strength can also "bend iron bars and perform other feats of strength with ease." [*]Non-human PCs can raise their fighter level limits if they have exceptional Strength. [/LIST] [B]Holmes Basic (1977)[/B] [LIST] [*]Prime requisite for fighters, as in 0E, with the same effects on XP. Clerics can't use their Strength score for bonus XP, but magic-users can convert Strength to Intelligence at character creation on a 3:1 ratio. [*]As near as I can tell, that's it! I guess they decided the Greyhawk extensions were better for AD&D alone. [/LIST] [B]AD&D 1st Edition[/B] [LIST] [*]Strength is "a measure of muscle, endurance, and stamina combined." [*]Strength affects your to-hit, damage (in melee), weight allowance (measured in gp, defaults to 500?, 10:1 ratio with pounds), open doors roll, and bend bars/lift gates percentage. [*]Prime requisite of fighters, granting 10% more experience above 16. Fighters with an 18 can roll exceptional Strength (18/01-18/00). One of the primes for paladins and rangers. [*]Characters can lift 10 x their Strength above their head in a military press. [*]There are maximum Strength scores for specific races, as well as lower caps for females of all species. Higher Strength scores allow non-human PCs to exceed fighter class limits. [*]Strength scores implicitly can exceed 18/00, based on the giant strength in the DMG, but such scores aren't described for normal PCs. [/LIST] [B]Moldvay Basic (1981)[/B] [LIST] [*]Strength is "a measure of muscle power and the ability to use that power." [*]Strength is now the prime requisite for fighters and dwarves, and one of the prime requisites for elves and halflings. Same adjustments to XP for low/high scores. [*]Strength modifiers (based on high or low scores) add to or subtract from your to-hit and damage (in hand-to-hand combat only), as well as opening doors. [*]Strength ability checks first suggested (roll under score to succeed). [*]No mention of race or gender caps. [/LIST] [B]Mentzer Basic (1983)[/B] [LIST] [*]Basically the same as Moldvay Basic, though explained less efficiently. [/LIST] [B]AD&D 2nd Edition[/B] [LIST] [*]Strength "measures a character’s muscle, endurance, and stamina." [*]Strength ability checks are rolled under your Strength score. [*]Prime requisite of warriors, granting 10% more experience above 16. Warriors with an 18 can roll exceptional Strength (18/01-18/00). Only prime for fighters, one of the primes for paladins and rangers. [*]Strength affects your to-hit, damage (generally melee, but does apply to missile weapons under special circumstances), weight allowance, maximum press, Open Doors rolls, and Bend Bars/Lift Gate percentage. [*]No mention of gender caps, but there are race caps. Halflings cap at 18 (their cap was 17 in 1E) but halfling fighters do not roll for exceptional Strength. [*]Strength scores cap at 25, but scores above 18/00 are listed alongside various giants. [*]Non-weapon proficiencies associated with Strength: Blacksmithing, Carpentry, Stonemasonry, Swimming, and Jumping. [/LIST] [B]Rules Cyclopedia[/B] [LIST] [*]Strength is "the character's physical might." [*]Strength is still the prime requisite for fighters and dwarves, and one of the prime requisites for elves, halflings, and mystics. [*]Strength modifiers (based on high or low scores) affect to-hit (in melee), damage (for melee and thrown attacks), and Open Doors rolls. [*]Retains Strength ability checks from Moldvay and Mentzer (roll under score). [/LIST] [B]D&D 3.0[/B] [LIST] [*]Strength "measures your character's muscle and physical power." [*]Strength score determines modifier that applies to melee attack rolls; damage rolls with melee or thrown weapons; Climb, Jump, and Swim checks; and Strength checks generally. It also determines your carrying capacity. [*]No exceptional Strength at 18. No upper limit on Strength scores. [*]No race-based ability caps. [/LIST] [B]D&D 3.5[/B] [LIST] [*]Same as D&D 3.0. [/LIST] [B]D&D 4th Edition[/B] [LIST] [*]Strength "measures your character's physical power." [*]Ability modifier applies to Strength ability checks, basic melee attacks (including to-hit and damage) and Athletics checks, and may contribute to Fortitude defense. [*]You can carry 10 x Strength as a normal load, x20 as as maximum lift (slowed), x50 as push/drag. [*]No upper limit on Strength scores. [*]Powers for clerics, fighters, paladins, rangers, and warlords may be based on Strength. [/LIST] [B]D&D Essentials[/B] [LIST] [*]Basically the same as 4E. [/LIST] [B]D&D 5th Edition[/B] [LIST] [*]Strength measures "bodily power, athletic training, and the extent to which you can exert raw physical force." [*]Ability modifier applies to Strength ability checks, including Athletics checks. Example uses include forcing open stuck doors and breaking free of bonds. [*]Strength modifier adds to attack and damage rolls with melee weapons (including javelins), including hand-to-hand and thrown attacks. [*]Strength scores cap out at 30 (20 for PCs relying on ability score increases). [*]Can carry 15 x Strength, and push or drag twice that (slowed). Carrying capacity doubles for every size above medium and halves for every size below it. [/LIST] Feel free to correct me if I have anything wrong! EDITS: Added that Moldvay was (apparently) the first version of the core rules to have ability checks. Clarification on 0E + Greyhawk, and on 1E. Added corrections from [USER=6799660]@Willie the Duck[/USER] and [USER=694]@Egon Spengler[/USER]. [/QUOTE]
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