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<blockquote data-quote="Yaarel" data-source="post: 7619027" data-attributes="member: 58172"><p>[Edit] The ability bonuses consolidated to four: <strong>Strength </strong>and <strong>Dexterity</strong>, <strong>Intelligence </strong>and <strong>Charisma</strong>. [/Edit]</p><p></p><p></p><p></p><p></p><p>Abilities and defenses are probably the most important mechanics in the entire game. They need to work extremely well. </p><p></p><p>Unfortunately, they are the most familiar mechanics, thus the most difficult to improve.</p><p></p><p>In the first post, in ‘Ability Bonuses’, I have added two more ability scores. So there is a total of eight ability scores. These are, physically and mentally:</p><p></p><p>• Strength, Constitution, Dexterity, Athletics</p><p>• Intelligence, Sense, Wisdom, Charisma</p><p></p><p>Surely, the addition will prove controversial. I leave it up to you editors to consider these abilities and to modify according to taste.</p><p></p><p>In any case, each of the eight abilities seem salient and intuitive to use.</p><p></p><p></p><p></p><p>With these eight, each ability becomes equally powerful and equally useful.</p><p></p><p>‘Athletics’ splits off from Strength, to cover grappling, finesse weapons, jumping, falling, and other types of movement. Thus Dexterity refers mainly to manual dexterity, including missile weapons and crafting. Strength can also suggest Size, so giants with extreme Strength also exhibit extreme Size.</p><p></p><p>‘Sense’ splits off from Wisdom to represent the five physical senses. Animals might have extreme Sense but not necessarily have high Wisdom or high Intelligence. Sense notes a description of a sensation, but doesnt necessarily know how to interpret it, which requires Intelligence. Thus Wisdom represents mental force and sanity, and the Intimidation skill. Charisma represents mental agility, social skills, and the Persuasion skill.</p><p></p><p>4e routinely refers to ‘passive perception’ as a fixed number. Here, Perception functions as one of the defenses. Perception defends against attempts to hide, to be invisible, to create illusion, to impersonate, and so on.</p><p></p><p>Discuss any ideas or concerns relating to abilities and defenses in the posts below.</p><p></p><p></p><p></p><p>Also check out the Advancement table. It essentially lays out the chassis for creating a new class. It also shows what levels higher-level race powers and features become available. Likewise what levels a profession makes skills and skill powers, and special perks available.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7619027, member: 58172"] [Edit] The ability bonuses consolidated to four: [B]Strength [/B]and [B]Dexterity[/B], [B]Intelligence [/B]and [B]Charisma[/B]. [/Edit] Abilities and defenses are probably the most important mechanics in the entire game. They need to work extremely well. Unfortunately, they are the most familiar mechanics, thus the most difficult to improve. In the first post, in ‘Ability Bonuses’, I have added two more ability scores. So there is a total of eight ability scores. These are, physically and mentally: • Strength, Constitution, Dexterity, Athletics • Intelligence, Sense, Wisdom, Charisma Surely, the addition will prove controversial. I leave it up to you editors to consider these abilities and to modify according to taste. In any case, each of the eight abilities seem salient and intuitive to use. With these eight, each ability becomes equally powerful and equally useful. ‘Athletics’ splits off from Strength, to cover grappling, finesse weapons, jumping, falling, and other types of movement. Thus Dexterity refers mainly to manual dexterity, including missile weapons and crafting. Strength can also suggest Size, so giants with extreme Strength also exhibit extreme Size. ‘Sense’ splits off from Wisdom to represent the five physical senses. Animals might have extreme Sense but not necessarily have high Wisdom or high Intelligence. Sense notes a description of a sensation, but doesnt necessarily know how to interpret it, which requires Intelligence. Thus Wisdom represents mental force and sanity, and the Intimidation skill. Charisma represents mental agility, social skills, and the Persuasion skill. 4e routinely refers to ‘passive perception’ as a fixed number. Here, Perception functions as one of the defenses. Perception defends against attempts to hide, to be invisible, to create illusion, to impersonate, and so on. Discuss any ideas or concerns relating to abilities and defenses in the posts below. Also check out the Advancement table. It essentially lays out the chassis for creating a new class. It also shows what levels higher-level race powers and features become available. Likewise what levels a profession makes skills and skill powers, and special perks available. [/QUOTE]
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