I like this because the 'sweet spot' on checks is between around 5 and 12. At 5, you have a 30% chance of success on a check (it's not impossible for you by any stretch, but it's definitely not likely) while 12 gives you a 65% chance of success (likely, but not a guarantee). This aligns nicely with how I want checks to work - you should not get to a point where a check is automatic for you - only a very high level character, or one with powerful magic, is going to surpass a +15 modifier. This keeps attribute scores generally in line with other numbers in the game.
One other revelation here is that I should swap compel undead, which I wrote about recently, to the player side of the table. Instead of the monster making a morale check, the cleric makes a WIS check, modified by the difference between cleric and monster level. A cleric 3 with WIS 11 attempting to compel a skeleton 1 rolls 1d20+13 (70% chance of success). If he rolls 20 or better, he compels the skeletons. This same cleric against a wraith 5 rolls 1d20+9 (50% chance of success). Now, the ability to compel undead is completely in the hands of the player, and is primarily based on the cleric's ability and level.
Attribute Scores
Range
|
Descriptor
|
Modifier
|
2
|
Impaired
|
-3
|
3-4
|
Poor
|
-2
|
5-6
|
Below Average
|
-1
|
7
|
Average
|
+0
|
8-9
|
Exceptional
|
+1
|
10-11
|
Heroic
|
+2
|
12
|
Supreme
|
+3
|
13
|
Beyond Mortal
|
+4
|
14
|
Titanic
|
+5
|
15
|
Godlike
|
+6
|
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