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<blockquote data-quote="Yaarel" data-source="post: 7619372" data-attributes="member: 58172"><p>I overhauled the Ability Bonuses section.</p><p></p><p>This post archives the earlier content, before the update.</p><p>[sblock="Ability Bonuses"]</p><p></p><p>Your abilities define the things that you tend to be good at. Your aptitudes. For example, a high Strength makes you inherently good at various skills and efforts that need you to be physically strong.</p><p></p><p>The attacker always rolls a d20. This attack roll adds a relevant ability bonus to signify the main kind of effort. The result must be equal to or greater than the defense, that represents the difficulty and whose base number is 10 + the higher of two ability bonuses.</p><p></p><p></p><p></p><p>[[Note, abilities and defenses are probably the most important mechanics in the entire game. They need to work extremely well. For the sake that abilities that are equally powerful and equally useful, the variant here, has eight abilities. ‘Athletics’ splits off from Strength, to cover grappling, finesse, jumping, falling, and move. Dexterity refers mainly to manual dexterity, including missile weapons, stealth, and crafting. Strength can suggest Size, so giants with extreme Strength also exhibit extreme Size. ‘Sense’ splits off from Wisdom to represent the five physical senses. Sense can notice a description of a sensation, but doesnt necessarily know how to interpret it, which requires Intelligence. Beasts might have extreme Sense but not necessarily have high Wisdom or high Intelligence. Wisdom represents mental force, while Charisma represents mental agility. 4e routinely refers to ‘passive perception’ as a fixed number. Here, Perception lists 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.]]</p><p></p><p>There are eight abilities. In addition to the traditional six abilities, two other abilities are noted by an astrix.</p><p></p><p></p><p></p><p><strong>Physical Ability Bonus</strong></p><p></p><p>• Strength</p><p>• Constitution</p><p>• Dexterity</p><p>• Athletics*</p><p></p><p><strong>Mental Abilities</strong></p><p></p><p>• Sense*</p><p>• Intelligence</p><p>• Wisdom</p><p>• Charisma</p><p></p><p><strong>Defenses</strong></p><p></p><p>• Fortitude (Strength/Constitution)</p><p>• Reflex (Dexterity/Athletics)</p><p>• Will (Wisdom/Charisma)</p><p>• Perception (Intelligence/Sense)</p><p></p><p></p><p></p><p><strong>Standard Array</strong></p><p>• 15, 14, 13, 12, 11, 10, 9, 8</p><p>• +2, +2, +1, +1, +0, +0, −1, −1</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7619372, member: 58172"] I overhauled the Ability Bonuses section. This post archives the earlier content, before the update. [sblock="Ability Bonuses"] Your abilities define the things that you tend to be good at. Your aptitudes. For example, a high Strength makes you inherently good at various skills and efforts that need you to be physically strong. The attacker always rolls a d20. This attack roll adds a relevant ability bonus to signify the main kind of effort. The result must be equal to or greater than the defense, that represents the difficulty and whose base number is 10 + the higher of two ability bonuses. [[Note, abilities and defenses are probably the most important mechanics in the entire game. They need to work extremely well. For the sake that abilities that are equally powerful and equally useful, the variant here, has eight abilities. ‘Athletics’ splits off from Strength, to cover grappling, finesse, jumping, falling, and move. Dexterity refers mainly to manual dexterity, including missile weapons, stealth, and crafting. Strength can suggest Size, so giants with extreme Strength also exhibit extreme Size. ‘Sense’ splits off from Wisdom to represent the five physical senses. Sense can notice a description of a sensation, but doesnt necessarily know how to interpret it, which requires Intelligence. Beasts might have extreme Sense but not necessarily have high Wisdom or high Intelligence. Wisdom represents mental force, while Charisma represents mental agility. 4e routinely refers to ‘passive perception’ as a fixed number. Here, Perception lists 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.]] There are eight abilities. In addition to the traditional six abilities, two other abilities are noted by an astrix. [B]Physical Ability Bonus[/B] • Strength • Constitution • Dexterity • Athletics* [B]Mental Abilities[/B] • Sense* • Intelligence • Wisdom • Charisma [B]Defenses[/B] • Fortitude (Strength/Constitution) • Reflex (Dexterity/Athletics) • Will (Wisdom/Charisma) • Perception (Intelligence/Sense) [B]Standard Array[/B] • 15, 14, 13, 12, 11, 10, 9, 8 • +2, +2, +1, +1, +0, +0, −1, −1 [/sblock] [/QUOTE]
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