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Changing the six ability scores?

Started by RPGPundit, May 16, 2017, 12:45:12 AM

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kosmos1214

Okay I have been meaning to post on this but iv been busy and lazy A terrible combination.

Any way I started at the standard 6 in my game but ended up changeing to 9

strength
vitality
dexterity
agility
intelligence
spirit
charisma
sight
luck

Most of the changes are ether A: splinting A standard d&d stat or B: A renaming for esthetic reasons.

that leaves sight witch is more or less an accuracy stat as my game dumps any idea of BAB / THACO in favor of a more individualized design though sight also effect crit rate and a few other things.
Luck is pretty much a all rounder stat helps a little with most things but will never make you good at any thing.

It's probably worth pointing out that mechanically my game has some rather different goals in it's design that would likely not function well out side of those concepts.

Telarus

Earthdawn uses these 6: Strength, Dexterity, Toughness, Perception, Willpower, Charisma.

It also uses a pool of "Karma Dice" (bonus d6s you can spend on in-character-class actions).

The stats are rated 3-18+, and each is translated to a "Step" (bonus) = Value/3(rounded down) +1. Skills add to the Step to determine the final die pool for each action.

I find the secondary stats a very elegant solution. Dex determines Physical Defense, Perception determines Mystic Defense, and high Willpoer may grant a few points of Mystic Armor (with one character race getting a few points of innate physical armor). Charisma determines Social Defense. Those are all the difficulty numbers and effects mods(armor) you need to resolve nearly anything with any character.