Ability Scores - A different arrangement

Further to my idea about rejigging saves, here's how I'd probably divide it up:

Ability Score Saves Against
Strength Bull rush, Trip, etc
Dexterity area spells, Trip
Constition poison, disease, body related magic
Intelligence Illusions, maze spells
Intuition not sure, spirit related stuff maybe
Willpower things that are currently will (except charms)
Personality charms, domination etc

With the above, I'd probably have two base save bonusses for classes: physical and mental. This is one reason for missing Perception from the list (the other is that perception seemed to have a big overlap with dex in this arangement).

The reasoning behind separating charms out as a Per save is that the magic prevents you from applying your will to the problem, but you still get to save for doing things out of character.

WHat do you think?


glass.
 

log in or register to remove this ad

My ability score arrangement

Cool thread! I using the following system for attributes for my next campaign:

Strength - Melee attack rolls, Damage delt by melee and unarmed weapons, Climb, Grapple, and Jump checks, maximum carrying capacity
Endurance - Fortitude saves, Vitality and Wound Points, Athletics checks
Agility - Reflex saves, Initiative rolls, Acrobatics, Conceal, Escape Artist, Legerdemain, and Sneak checks.
Perception - Ranged attack rolls, Damage deal by ranged and thrown weapons, Listen, Meditiation, Self-Control, Sense Motive, Spot, and Treat Injury cheks
Intelligence - Bonus skill points, Bonus langauges known, Craft, Disable Device, Knowledge, Search, and Scripture checks.
Charisma - Willpower saves, Bargain, Charm, Diplomacy, Entertain, Handle Animal, Inspire, and Intimidate checks.
Fate - Bonus fate points

The biggest change is the removal of the Wisdom ability score. It was removed for campaign-specific reasons. Charisma has become a measurement for strength of will and now applies to Willpower saves (formerly called Will saves). Perception now applies to senses, such as Listen and Spot checks, but also ranged attack rolls and damage from ranged attacks. Fate and destiny is important in this campaign and deserved its own ability score. The players never know their Fate score nor how many fate points they can spend. They work similar to Action Points in d20 Modern. Ability scores with substantial changes have been renamed in an attempt to separate them from standard PHB ability scores.
 
Last edited:

Do it like World of Darkness:
3 Categories: Physical, Mental, Social; 3 sorts: Power, Finesse, Resistance.

This creates a matrix of 9 Ability scores
Code:
            Physical   Mental        Social  
Power       Strength   Intelligence  Presence 
Finesse     Dexterity  Wits          Manipulation 
Resistence  Stamina    Resolve       Composure
 

3 stats physical, mental, and beauty. 1d6. once for each stat. For every pt above 0 get +1 to what every die roll, and -1 for ever pt below 0.
 

KaeYoss said:
Do it like World of Darkness:
3 Categories: Physical, Mental, Social; 3 sorts: Power, Finesse, Resistance.

This creates a matrix of 9 Ability scores
Code:
            Physical   Mental        Social  
Power       Strength   Intelligence  Presence 
Finesse     Dexterity  Wits          Manipulation 
Resistence  Stamina    Resolve       Composure

I haven't heard of that method before, but I kind of like it...
 

Pbartender said:
I haven't heard of that method before, but I kind of like it...

It is a good concept. It also has more general skills that can be used for a wider set of tasks - and aren't hardwired to one ability score. For example, there is the pysical skill Athletics. It can be used, among other things, for: Climbing, (You roll Strength + Athletics), Foot Chase (Stamina + Athletics) or Throwing (Dexterity + Athletics).

I actually thought about introducing WoD Attributes and Skills, or at least WoD-ized Ability Scores and Skills, to a D&D game, using the usual scores and skill bonuses of D&D instead of the 5 Dot Dice Pool mechanic used by WoD. You could even emulate the prioritizing of categories by assigning different Point Buy values. You don't get one big pool for all 9 ability scores, but 3 Different ones for each of the three categories. Maybe 18/14/10 or something.
 

KaeYoss said:
It is a good concept. It also has more general skills that can be used for a wider set of tasks - and aren't hardwired to one ability score. For example, there is the pysical skill Athletics. It can be used, among other things, for: Climbing, (You roll Strength + Athletics), Foot Chase (Stamina + Athletics) or Throwing (Dexterity + Athletics).

Yeah, I've always preferred that, also. Even for the same action under differetn circumstances... Throwing for distance (Strength + Athletics), throwing to hit a target (Dexterity + Athletics).

KaeYoss said:
You don't get one big pool for all 9 ability scores, but 3 Different ones for each of the three categories. Maybe 18/14/10 or something.

Have six scores... three along each axis. Then you can keep the standard ability generation rules from D&D. The nine numbers in the middle are just a combination (simple addition or subtraction) of the bonuses/penalties from each axis. Like so:

Code:
       Phy 14 Men 13 Soc 7
Pow 15 Str +4 Int +3 Pre +0 
Fin 18 Dex +6 Wit +5 Man +3
Res 12 Sta +3 Res +2 Com -1

This sort of charcter would make a great thief or burglar...

He's a good athlete and especially dextrous. He has the intelligence and wits to solve a problem and keep out of trouble. He's inconspiuous and able to lie convincingly, but has a tendency to panic when things go wrong.
 

Pbartender said:
Yeah, I've always preferred that, also. Even for the same action under differetn circumstances... Throwing for distance (Strength + Athletics), throwing to hit a target (Dexterity + Athletics).

Throwing in that case referred only to throwing weapons for ranged combat (not the most popular of uses, mostly it's Dexterity + Firearms).

Have six scores... three along each axis. Then you can keep the standard ability generation rules from D&D. The nine numbers in the middle are just a combination (simple addition or subtraction) of the bonuses/penalties from each axis. Like so:

Code:
       Phy 14 Men 13 Soc 7
Pow 15 Str +4 Int +3 Pre +0 
Fin 18 Dex +6 Wit +5 Man +3
Res 12 Sta +3 Res +2 Com -1

Looks interesting, but it will limit the possible combinations.
 

KaeYoss said:
Looks interesting, but it will limit the possible combinations.

Admittedly, yes, it would... but it would be a quick easy way to use it in D20.

Otherwise, it's just a matter of rolling three extra abilities. Not a real big deal. Traveller D20 has a total of 9 ability scores... The usual 6 plus Education, Social and Psi.
 


Remove ads

Top