Ability scores.


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Sadrik said:
And your statement begs the question then why are clerics and the various divine casters spell casting stat based on perception and not "force of personality"?

I actually think that wisdom is more of an inner focus-outer focus thing, it helps you inwardly like a sixth sense (monk ac bonus/will save/using incredible focus to create something magically or psionically) and outwardly with things like awareness and perception. I would still attribute the will save to wisdom because of that distinction. But really think all the divine casters should be based on charisma because they are drawing their power from elswhere, in a sense constantly bargaining for power with their diety. That screams charisma to me.

Sadrik

Never thought about it like that before,
[stealing]thanks for the idea[running away]
 

Here's an ability split-up I had written up some times ago, maybe it gives you some ideas.

Muscle (melee damage rolls, carrying capacity, speed, Climb, Jump)
Toughness (HP)
Fitness (Fortitude save, long distance running, Swim)
Agility (AC, Reflex save, Balance, Escape Artist, Hide, Move Silently, Tumble)
Coordination (melee/ranged attack rolls, Open Lock, Sleight of Hand, Rope Use)
Appearance (first impression, circumstance modifier in many social situations)
Learning (Cleric/Wizard bonus spells, skill points, Appraise, Craft, Heal, Knowledge)
Wits (Sorcerer bonus spells, Wizard spell DC, Bluff, Decipher Script, Disable Device, Forgery, Search, Survival)
Perception (Listen, Spot, Initiative)
Empathy (Druid bonus spells, Handle Animal, Ride, Sense Motive)
Willpower (Cleric/Druid spell DC, Will save, Concentration)
Presence (Sorcerer spell DC, most social skills)

Bye
Thanee
 
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I'm a little scared of the luck stats. :uhoh:

How often are players allowed to use these rerolls? Is it your Luck bonus per session? are you allowed to reroll every roll?

Haven't read the whole thread yet, so forgive the ignorance if this has been covered. :)
 

Bryon_Soulweaver said:
Dont have any D20 projucts besides Faerun and Greyhawk and straight D&D. I put to much money into my truck and amp system for it otherwise.


WHERE ARE YOUR PRIORITIES MAN!!!!! :] :mad:

j/k ;)


We use a one use per session luck roll, usable at anytime during the game. Divine spellcasters, if they're there to witness the event, and sac a spell as a free action to improve any roll they observe (they tend to notice when the rogue about to fall of the cliff suddenly finds religion :) )
 

In call of cthulu rpg there is a luck roll and it is 5x your willpower stat (sort of an inner fire stat, gives you magic points too, and sanity points [ok the end all be all stat]). There stats are also on a 3-18 stat range, so if you had an 18 you would have a 90% luck rating. It was sort of a catch all roll, to see if you were lucky enough to find it, do it, complete it, or whatever it.

Luck is also used in the warhammer RPG. when your character is created you get a number fate points for your race modified by your "charisma" (can remember the actual stat name) when your character dies or something you can spend one of these points to live/narrowly escape/dodge/etc. I liked to call them Mario Heads...

Both of these could be added to D&D easy. The first one becasue stats go higher than 18 I might do a x4, base it on charisma and spell out its actual uses.

The other system you could assign each race a number between 1 and 3. Then apply you charisma modifier to it. This would be how many "Mario Heads" you had. I would also spell out exactly what you could do with them. Give +20 to a roll, etc.
 

werk said:
I would allow players to use luck, so long as I get an equal pool of rerolls to use on their character as 'bad luck'. It's all about the balance.

I have vague recollections of a system whereby players get a luck point whenever a monster crits them (or something like that). Anyone know where that is from?

A possible variant is that when *you* want a luck point (to reroll the one the Boss monster rolled on his save, etc.,) that you have to give a luck point to the player whose action you are trying to thwart. Or maybe that's the same system.

Of course, this has nothing to do with luck as an ability score!
 

I think you're thinking of Action points in Grim Tales, Cheiromancer. The GM can opt to award a player an action point in order to resolve an NPC's threat as a critical hit against that player (players have to spend an action point to turn a threat into increased damage, too). The GM also gives APs back to the players for turning their failures into fumbles, and otherwise being mean to them.
 



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