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Ability Dependency/Importance
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<blockquote data-quote="Rhenny" data-source="post: 5829164" data-attributes="member: 18333"><p>I think all of the abilities should be used throughout the game, but for specific attacks one may be used depending on the attack. Heavy blades and crushing weapons (str), light blades (dex), bows (dex), unarmed (str), arcane spells (int), divine spells (wis), etc.</p><p></p><p>I like the way Dragon Age RPG handles abilities in general. They use a bell curve (3d6) to determine abilities (like D&D if you roll) and they grant bonus of +1 beginning at 9. This way, if you have a lower ability you don't feel like you are gimped when you try to climb, swim, run, move quietly, etc. With the bell curve, only 1 or 2 of the stats provide a +2, +3 or +4 bonus usually, which is ok if others have a +1. Additionally, background and class add to certain bonuses and grant ability focus (like thievery, light blades, etc).</p><p></p><p>I've always been in favor of well-rounded PCs but all too often, in D&D (especially 4e) it felt as if you had to max out the primary ability at least.</p><p></p><p>Dragon Age RPG also signifies 3 or 4 attributes as primary and 3 or 4 as secondary for each class. Then, when it is time to level up, you alternate adding bonus of +1 to a primary and secondary with each level. This is interesting, but perhaps unnecessary. Maybe for D&D, allow +1 bonus to be applied to any primary or secondary attribute, but limit so that the player cannot put the +1 bonus on the same attribute twice in a row.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 5829164, member: 18333"] I think all of the abilities should be used throughout the game, but for specific attacks one may be used depending on the attack. Heavy blades and crushing weapons (str), light blades (dex), bows (dex), unarmed (str), arcane spells (int), divine spells (wis), etc. I like the way Dragon Age RPG handles abilities in general. They use a bell curve (3d6) to determine abilities (like D&D if you roll) and they grant bonus of +1 beginning at 9. This way, if you have a lower ability you don't feel like you are gimped when you try to climb, swim, run, move quietly, etc. With the bell curve, only 1 or 2 of the stats provide a +2, +3 or +4 bonus usually, which is ok if others have a +1. Additionally, background and class add to certain bonuses and grant ability focus (like thievery, light blades, etc). I've always been in favor of well-rounded PCs but all too often, in D&D (especially 4e) it felt as if you had to max out the primary ability at least. Dragon Age RPG also signifies 3 or 4 attributes as primary and 3 or 4 as secondary for each class. Then, when it is time to level up, you alternate adding bonus of +1 to a primary and secondary with each level. This is interesting, but perhaps unnecessary. Maybe for D&D, allow +1 bonus to be applied to any primary or secondary attribute, but limit so that the player cannot put the +1 bonus on the same attribute twice in a row. [/QUOTE]
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