ability scores and modifiers


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Deciphering the stat block seems pretty straightforward to me.

For example, +7 is +4 from the STR of 18 and +3 from the level. Level 6 skirmisher divided by 2 equals 3.

This is how SW Saga does and it also makes sense that Spot has a +10. +2 from Wis, +3 from level/2, and +5 for being trained/focused (per SW Saga).

Clearly these stat bonuses apply to skill checks made with the relevant ability modifier. As you can see in the damage, the creature still does +4 per their str score.
 

Actually, current speculation on the Statblock thread is that the Ability Scores work as normal, and the modifiers listed include a 1/2 level bonus to skills/ability checks. Sort of a Variation on the Saga Skill system.

Primary evidence of this is that +4 Damage on claw Attacks and +2 Damage on the ranged attack mesh easier with a +4 Strength bonus than a +7.

The only skill listed on the Statblock is Spot, which is +10. If you work off the assumption that the Devil has +7 to strength related skills and +5 other skills usable untrained, 5 +5 for perception would give the +10 total for Spot.

The main tricky thing with the statblock is that regardless of which set of ability scores you use, the fact that it's ranged attack equals it's melee attack suggests it has an unlisted bonus to range, penalty to melee, or both.

Edit. Doh! Dragonblade beat me to it. Next time DB, next time...
 



I have a question: Does anyone have an idea how, based on spinedevil, are defenses calculated? AC = 20, others are 18. I see 3 possibilities:

1. it's 10 + 3 (1/2 level) + ability modifier (which also includes 1/2 level). I don't like that idea because it makes defenses grow by +2 every 2 levels. As a side note, going by stats alone, it suggests that AC is fuelled by Strength.

2. it's 10 + 3 (from an unknown source, maybe immortal subtype) + ability modifier (which also includes 1/2 level). Better than above because you only add level once.

3. it's 10 + 3 (from 1/2 level) + ability modifier (which doesn't include 1/2 level because ability modifiers are calculated in a different way than in 3e). While I don't like the idea of +3 ability = +1 bonus, this looks most likely.
 

Szatany said:
I have a question: Does anyone have an idea how, based on spinedevil, are defenses calculated? AC = 20, others are 18. I see 3 possibilities:

At the moment I think we're at an end with what we can work out. There's too many solutions to the problem and not enough data.

I also suspect that Wizards chose the Spine Devil because it's stats wouldn't give everything away. Every stat apart from Str has the same damn bonus!
 

Stone Dog said:
Cool find there! Are you sure there are no more negative modifiers or are negative modifiers just not shown on the cards? Because going up every two would still work out.

0-1 -2
2-3 -1
4-5 +0
6-7 +1
8-9 +2
10-11 +3
12-13 +4
14-15 +5
16-17 +6
18-19 +7

I would really hope that things didn't increase every three points. That is too many dead attribute scores for my liking. All it does is increases the speedbumps between scores that matter to the game mechanics.

I think 2-3 should be -5 and 0-1 should be -10 :)
 

RigaMortus2 said:
I think 2-3 should be -5 and 0-1 should be -10 :)
If you're going this route (which is useful to describe creatures like cats etc. you could take it a step further:

4-5: +0
3: -2
2: -5
1: -10
0: -20 or autofailure
 

Mad Mac said:
Actually, current speculation on the Statblock thread is that the Ability Scores work as normal, and the modifiers listed include a 1/2 level bonus to skills/ability checks. Sort of a Variation on the Saga Skill system.

I hope so.
I think changing ability scores in the way described by the OP would be a bad idea.
 

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