Flame_Excess
Explorer
Are you like me and you've always wanted to balance Strenght and Charisma?
In this world, there are some traits that seem much more profitable than others like Str and Dex opposed to Cha and Int.
Have you ever wished to change those rules?
Yes, but what would it look like is probably something you don't want to think about!
In fact, that's the way I used to think before I designed the following rules for new characteristics. I took every possible traits and have put them on the table. And so, you can have your character possess all kind of special and unique traits among the following with a combination of my 6 main traits:
Beauty,
Power,
Reflexes,
Intelligence,
Wisdom,
Charisma,
Resistance,
Instinct,
Faith,
etc...
I wanted to keep in mind every possible traits when one wants to build a character. However, I would never tolerate to have the control over many stats instead of 6 as a player. So I had to make every trait get closer one to the other.
Let's get a closer look at what I got for you:
Vigour
This trait is the fact to be powerful or skillful. Your muscles are just plain efficient when comes to fighting.
Agility
This trait is in respect to reach and slenderness. It affects your height and allows you to wield weapons that are slightly longer therefore deadlyer and more distanced from your ennemy. It also determines if you are nimbled or not.
Corpulence
This trait manifests the size of your muscles and your capacity to take blows. You are made of muscles that make you stout and heavy.
Knowledge
This is a mix of intelligence and wisdom where time has led your character. As the old rule would say, it represents the intelligence of your character.
Intuition
This represents the faith of a disciple of a deity or the instinct of a primitive character. It is also one's willpower.
Wit
This is the way someone speaks and how good he is at it. Those people know what to do when comes the time to do something and that's what makes the difference with someone who hesitates when we look at someone's leadership.
Now... the interesting part; where everything becomes clearer.
The modifiers of those traits influence various skills and other statistics.
Vigour
Bonus Chances to Hit on Melee and Ranged Attacks
Bonus on Reflex Saves
Skills: Climb, Jump, Ride, Swim, Tumble
Agility
Bonus on Damage
Bonus Armor Class
Influences Height
Skills: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Use Ropes
Corpulence
Bonus Hit Points
Bonus on Fortitude Saves
Determines Bash and Grapple attacks
Determines Lift and Load Capacity
Influences Weight
Skills: Concentration
Knowledge
Bonus Skill Points
Influences Bardic Knowledge
Influences Starting Age
Skills: Knowledge (All), Appraise, Craft, Decipher Script, Heal
Intuition
Bonus Initiative
Bonus on Will Saves
Skills: Spot, Listen, Handle Animal, Survival, Sense Motive
Wit
Bonus Languages
Skills: Bluff, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Intimidate, Profession, Search, Spellcraft, Use Magic Device
Obviously, that lead me to change a few things with races.
I'll take the core races as an exemple of what would the new traits change but this is still under revision:
Elf:
+2 Agility, -2 Corpulence
Half-Orc:
+2 Corpulence, -2 Wit
Dwarf:
+2 Corpulence, -2 Agility
Halfling:
+2 Vigour, -2 Corpulence
Gnome:
+2 Wit, -2 Vigour
Lastly, beauty is a point that haven't been mentioned. It's still hard to determine beauty but I have thought of something. If you roll a weight modifier proportionnaly close to your height modifier, you are the more beautyful. If the proportion is not there, you are more likely ugly. This suggestion is under revision.
In this world, there are some traits that seem much more profitable than others like Str and Dex opposed to Cha and Int.
Have you ever wished to change those rules?
Yes, but what would it look like is probably something you don't want to think about!
In fact, that's the way I used to think before I designed the following rules for new characteristics. I took every possible traits and have put them on the table. And so, you can have your character possess all kind of special and unique traits among the following with a combination of my 6 main traits:
Beauty,
Power,
Reflexes,
Intelligence,
Wisdom,
Charisma,
Resistance,
Instinct,
Faith,
etc...
I wanted to keep in mind every possible traits when one wants to build a character. However, I would never tolerate to have the control over many stats instead of 6 as a player. So I had to make every trait get closer one to the other.
Let's get a closer look at what I got for you:
Vigour
This trait is the fact to be powerful or skillful. Your muscles are just plain efficient when comes to fighting.
Agility
This trait is in respect to reach and slenderness. It affects your height and allows you to wield weapons that are slightly longer therefore deadlyer and more distanced from your ennemy. It also determines if you are nimbled or not.
Corpulence
This trait manifests the size of your muscles and your capacity to take blows. You are made of muscles that make you stout and heavy.
Knowledge
This is a mix of intelligence and wisdom where time has led your character. As the old rule would say, it represents the intelligence of your character.
Intuition
This represents the faith of a disciple of a deity or the instinct of a primitive character. It is also one's willpower.
Wit
This is the way someone speaks and how good he is at it. Those people know what to do when comes the time to do something and that's what makes the difference with someone who hesitates when we look at someone's leadership.
Now... the interesting part; where everything becomes clearer.
The modifiers of those traits influence various skills and other statistics.
Vigour
Bonus Chances to Hit on Melee and Ranged Attacks
Bonus on Reflex Saves
Skills: Climb, Jump, Ride, Swim, Tumble
Agility
Bonus on Damage
Bonus Armor Class
Influences Height
Skills: Balance, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, Use Ropes
Corpulence
Bonus Hit Points
Bonus on Fortitude Saves
Determines Bash and Grapple attacks
Determines Lift and Load Capacity
Influences Weight
Skills: Concentration
Knowledge
Bonus Skill Points
Influences Bardic Knowledge
Influences Starting Age
Skills: Knowledge (All), Appraise, Craft, Decipher Script, Heal
Intuition
Bonus Initiative
Bonus on Will Saves
Skills: Spot, Listen, Handle Animal, Survival, Sense Motive
Wit
Bonus Languages
Skills: Bluff, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Intimidate, Profession, Search, Spellcraft, Use Magic Device
Obviously, that lead me to change a few things with races.
I'll take the core races as an exemple of what would the new traits change but this is still under revision:
Elf:
+2 Agility, -2 Corpulence
Half-Orc:
+2 Corpulence, -2 Wit
Dwarf:
+2 Corpulence, -2 Agility
Halfling:
+2 Vigour, -2 Corpulence
Gnome:
+2 Wit, -2 Vigour
Lastly, beauty is a point that haven't been mentioned. It's still hard to determine beauty but I have thought of something. If you roll a weight modifier proportionnaly close to your height modifier, you are the more beautyful. If the proportion is not there, you are more likely ugly. This suggestion is under revision.
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