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Alacrity, a new Ability Score
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<blockquote data-quote="Lanefan" data-source="post: 7169584" data-attributes="member: 29398"><p>This sounds similar to what was done to Charisma in 1e - Unearthed Arcana introduced a 7th stat "Comeliness" which split out the physical attractiveness aspect of Charisma from the persuasiveness and charm aspect.</p><p></p><p>The net effect was merely to provide another place for a dump stat to go.</p><p></p><p>That said, I forget what game system it was (I saw this ages ago) that had taken the 6 D&D stats and in effect split each of them into two - so, a 12-stat game. If memory serves, the idea was really good - the splits were logical and made sense - but the resulting implementation wasn't exactly elegant, and nor - if I recall - was roll-up. I forget what each of the 12 stats was called so I'll dream up some names below.</p><p></p><p>But, if done right something like this might hold water.</p><p></p><p>I'd probably start by rolling or generating the original six stats as normal, only twice (and if using array or point-buy declare the same number cannot go in the same stat twice, to cut down on abuses). Then, no matter how you've done it or what method you've used, each original stat has two numbers. One goes into one of the splits for that stat, the other into the second. </p><p></p><p>So, as I get further carried away here... Each stat (in the proper order!) broken down, with some rough and not-perfect examples of what might go under where:</p><p></p><p>Strength --> <strong>Strength</strong> (encumbrance, 1e bend-bars lift-gates type of stuff), <strong>Brawn</strong> (brute force in combat)</p><p>Intelligence --> <strong>Intellect</strong> (some knowledge skills, reasoning, some perception), <strong>Memory</strong> (spell retention and casting, some knowledge skills)</p><p>Wisdom --> <strong>Wisdom</strong> (realization of consequences, foresight), <strong>Inspiration</strong> (divine casting stuff, some perception)</p><p>Dexterity --> <strong>Alacrity</strong> (speed, dodging, TWF), <strong>Nimbleness</strong> (climbing, lockpicking, tumbling)</p><p>Constitution --> <strong>Starch</strong> (hit points, toughness), <strong>Stamina</strong> (concentration, resistance to poison-disease-death-etc.)</p><p>Charisma --> <strong>Persuasiveness</strong> (diplomacy, willpower), <strong>Comeliness</strong> (attractiveness, first impressions, charm)</p><p></p><p>Some common things like stealth and hiding might have their effects spread over several sub-stats - stealth, for example, might take elements from Intellect, Wisdom, Alacrity, Nimbleness and Persuasiveness on a situation-dependent basis.</p><p></p><p>Lan-"and that's enough thinking for one day"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7169584, member: 29398"] This sounds similar to what was done to Charisma in 1e - Unearthed Arcana introduced a 7th stat "Comeliness" which split out the physical attractiveness aspect of Charisma from the persuasiveness and charm aspect. The net effect was merely to provide another place for a dump stat to go. That said, I forget what game system it was (I saw this ages ago) that had taken the 6 D&D stats and in effect split each of them into two - so, a 12-stat game. If memory serves, the idea was really good - the splits were logical and made sense - but the resulting implementation wasn't exactly elegant, and nor - if I recall - was roll-up. I forget what each of the 12 stats was called so I'll dream up some names below. But, if done right something like this might hold water. I'd probably start by rolling or generating the original six stats as normal, only twice (and if using array or point-buy declare the same number cannot go in the same stat twice, to cut down on abuses). Then, no matter how you've done it or what method you've used, each original stat has two numbers. One goes into one of the splits for that stat, the other into the second. So, as I get further carried away here... Each stat (in the proper order!) broken down, with some rough and not-perfect examples of what might go under where: Strength --> [B]Strength[/B] (encumbrance, 1e bend-bars lift-gates type of stuff), [B]Brawn[/B] (brute force in combat) Intelligence --> [B]Intellect[/B] (some knowledge skills, reasoning, some perception), [B]Memory[/B] (spell retention and casting, some knowledge skills) Wisdom --> [B]Wisdom[/B] (realization of consequences, foresight), [B]Inspiration[/B] (divine casting stuff, some perception) Dexterity --> [B]Alacrity[/B] (speed, dodging, TWF), [B]Nimbleness[/B] (climbing, lockpicking, tumbling) Constitution --> [B]Starch[/B] (hit points, toughness), [B]Stamina[/B] (concentration, resistance to poison-disease-death-etc.) Charisma --> [B]Persuasiveness[/B] (diplomacy, willpower), [B]Comeliness[/B] (attractiveness, first impressions, charm) Some common things like stealth and hiding might have their effects spread over several sub-stats - stealth, for example, might take elements from Intellect, Wisdom, Alacrity, Nimbleness and Persuasiveness on a situation-dependent basis. Lan-"and that's enough thinking for one day"-efan [/QUOTE]
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