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Abilities scores for an universtal system.
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<blockquote data-quote="Blue" data-source="post: 7874146" data-attributes="member: 20564"><p>Generic is my least favorite type of system. Things needed to support gritty fantasy may be unneeded for hard SF, and by the same token the things hard SF wants may be more granular then makes sense for that gritty fantasy. And neither fits well the 1920s elder-horror, which has only some overlap with modern investigators, which bear some resemblance to a modern vampire campaign and to a teenagers-from-outer-space campaign, even though though they bear little resemblance to each other.</p><p></p><p>The other aspect is that the scale can and should vary some. A physical strength score for a Titan in the Epic Ancient Greek Heroes game should be a huge number compared to PCs, while in the modern werewolf game every PCs should put normals to shame. And the 007-expy game should have just normal human variation with some of the cat-petting villains have lieutenants that are right on the top edge of human potential.</p><p></p><p>So the answer that's not helpful is if I wanted a generic system, I'd go for something like Cortex Prime, where literally what abilities are used are changes from campaign to campaign. What do you want to focus on. PbtA games are a great example of having few ability scores but tailoring them to be what you want to focus on in the individual games.</p><p></p><p>But trying to be helpful, I'd probably go for a generic list, and then have different figured characteristics based on them that vary by genre type. So how good of a natural pilot you are could matter in the WWII Aces campaign as well as the Space Opera campaign, but you wouldn't need it for the high fantasy game (or maybe you do).</p><p></p><p>Since you want 9-12, let's go with an idea I played with a long time ago. A 3x3 grid which ends up giving 9 characteristics. One axis is Body/Mind/Soul (or Heads/Hands/Heart). The other axis is Force, Savvy, and Innate. The intersections of the give us the 9 ability scores, and should be generic enough to cover diverse things like a magic system, psionics, jedi powers, and insanity. I'd leverage that it's a grid that the initial step in determining ability scores would be ranking the axis, and then the combined would become the</p><p></p><p>To give an example of the Body column, in D&D it would be equivalents of Str, Dex, and Con (which the whole Str adds to hit taken out). The Force are indications of might and power - forceful and direct, Savvy is about finesse, application, accuracy, and Innate would be more of a resistance or threshold to overcome.</p><p></p><p>And as in any generic system that uses ability scores, it's up to the DM to make sure that the abilities are useful in every campaign. That there's a use for the Soul row in the police procedural you are running.</p></blockquote><p></p>
[QUOTE="Blue, post: 7874146, member: 20564"] Generic is my least favorite type of system. Things needed to support gritty fantasy may be unneeded for hard SF, and by the same token the things hard SF wants may be more granular then makes sense for that gritty fantasy. And neither fits well the 1920s elder-horror, which has only some overlap with modern investigators, which bear some resemblance to a modern vampire campaign and to a teenagers-from-outer-space campaign, even though though they bear little resemblance to each other. The other aspect is that the scale can and should vary some. A physical strength score for a Titan in the Epic Ancient Greek Heroes game should be a huge number compared to PCs, while in the modern werewolf game every PCs should put normals to shame. And the 007-expy game should have just normal human variation with some of the cat-petting villains have lieutenants that are right on the top edge of human potential. So the answer that's not helpful is if I wanted a generic system, I'd go for something like Cortex Prime, where literally what abilities are used are changes from campaign to campaign. What do you want to focus on. PbtA games are a great example of having few ability scores but tailoring them to be what you want to focus on in the individual games. But trying to be helpful, I'd probably go for a generic list, and then have different figured characteristics based on them that vary by genre type. So how good of a natural pilot you are could matter in the WWII Aces campaign as well as the Space Opera campaign, but you wouldn't need it for the high fantasy game (or maybe you do). Since you want 9-12, let's go with an idea I played with a long time ago. A 3x3 grid which ends up giving 9 characteristics. One axis is Body/Mind/Soul (or Heads/Hands/Heart). The other axis is Force, Savvy, and Innate. The intersections of the give us the 9 ability scores, and should be generic enough to cover diverse things like a magic system, psionics, jedi powers, and insanity. I'd leverage that it's a grid that the initial step in determining ability scores would be ranking the axis, and then the combined would become the To give an example of the Body column, in D&D it would be equivalents of Str, Dex, and Con (which the whole Str adds to hit taken out). The Force are indications of might and power - forceful and direct, Savvy is about finesse, application, accuracy, and Innate would be more of a resistance or threshold to overcome. And as in any generic system that uses ability scores, it's up to the DM to make sure that the abilities are useful in every campaign. That there's a use for the Soul row in the police procedural you are running. [/QUOTE]
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