Ability Scores - A different arrangement

I think in a fantasy setting it's appropriate to have stats related to magic that are unlinked to your mundane capacities:

Physical Stats:

Strength, Dex, Health

Size
Carrying capacity calculated from strength and size. Size could simply be a racial modifier, not a stat in itself, which modifies the carrying capacity tables and bull rush/grapple type maneuvers--but I've seen games where it was a stat in its own right that modified hit points as well, and it worked pretty well. (HERO, Stormbringer)
 

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KaeYoss said:
It stays, unless you have a better solution. Negative Scores is not a solution.

I don't see why not. HP goes negative as you take damage. Abilities can go negative as you take ability damage. Min -5.

Easy.
 

reanjr said:
I don't see why not. HP goes negative as you take damage. Abilities can go negative as you take ability damage. Min -5.

Or just add 5 to the modifier, and to any DCs not already based on stats. Voila, single stats that start at zero.


glass.
 


Roman said:
What ability scores would you include in such a system and what would each of them effect?

I have a list of 12 attributes with relations to D&D written up, which I made in a similar thread like this. I'll repost my list later, when I get home.

Bye
Thanee
 

KaeYoss said:
What intelligence score to cast 5th-level spells?

Well, 7 would be the equivalent of 15 Int, but I'd be inclined go for 5+spell level, which would make it 10. In theory this makes things a little tougher for spellcasters, but in practice most of them are going to pump their casting stat through the roof anyway.


glass.
 

glass said:
Well, 7 would be the equivalent of 15 Int, but I'd be inclined go for 5+spell level, which would make it 10. In theory this makes things a little tougher for spellcasters, but in practice most of them are going to pump their casting stat through the roof anyway.


glass.

But only if they can. You assume that they have the luck in die rolling, or a high point buy system, to get these attributes.
 

No zero 0 does not mean you have 0 str and can't lift a finger but your bonus/penalty is null.
How to get less than 0? Wendy's three sisters hit you with a whammy and blam -5 to your str. So +3 - 5 = -2.
Then the evil witch of west hits you with a -6 spell so -2 + -6 = -8
Try to move the office desk requiring a Dc 5 str check roll d20 subtract 8 and you little girrly man can't move the desk with out strain a gut.
 

KaeYoss said:
But only if they can. You assume that they have the luck in die rolling, or a high point buy system, to get these attributes.

I assume nothing, other than a spellcaster will put almost all (if not actually all) of their ability score 'resources' (initial points/rolls, magic items, level increases, etc) into their casting stat.

In any case, how can you know how lucky or otherwise you would need to be, or how 'high' a points buy you would need for a hypothetical and as yet completely undefined stat rolling or point buy system?


glass.
 

This is a tough one. If I was going to change the ability scores, I'd just go with a different ruleset entirely.

If I was doing it for D&D, then I'd go something like Body/Mind/Soul, range -5 to +5. I don't have a problem with negative scores representing something below average.
 

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