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<blockquote data-quote="Tessarael" data-source="post: 1483653" data-attributes="member: 12909"><p>Hi folks,</p><p></p><p>I've been thinking about an alternate ability system. My aim is to make</p><p>all of the abilities roughly equal, rather than say Strength being the </p><p>best for a warrior character. I want to discourage Charisma (Charm in</p><p>this proposal) from being a dump stat. A +2 increase in an attribute</p><p>should be worth between about one to two feats for a character. My</p><p>intention is for this system to be fully compatible with existing D20</p><p>materials: it should not be necessary to change existing NPCs or </p><p>monsters. It does help in PC character creation by reducing how dominant</p><p>some abilities are.</p><p></p><p>I also want to simplify the abilities used by the magic system - there </p><p>does not seem to be a good reason why different Arcane and Divine casters </p><p>have different primary casting abilities. This means that multiclassing</p><p>between spellcasting classes will have good ability synergy, but as you</p><p>are losing spell levels, it will seldom be worth it.</p><p></p><p>Let me know what you think, thanks!</p><p></p><p>I judge the importance of the proposed abilities to classes as follows:</p><p></p><p>Barbarian, Fighter:</p><p>- primary abilities: Muscle, Precision, Constitution</p><p>- secondary abilities: Perception, Agility, Knowledge, Charm</p><p>- dump abilities: Will</p><p></p><p>Bard:</p><p>- primary abilities: Will, Knowledge, Charm</p><p>- secondary abilities: Muscle, Precision, Perception, Agility, Constitution</p><p></p><p>Cleric, Druid:</p><p>- primary abilities: Will, Knowledge</p><p>- secondary abilities: Muscle, Precision, Agility, Constitution, Charm</p><p>- dump abilities: Perception</p><p></p><p>Monk:</p><p>- primary abilities: Muscle, Precision, Agility, Constitution</p><p>- secondary abilities: Perception, Knowledge, Charm</p><p>- dump abilities: Will</p><p></p><p>Paladin:</p><p>- primary abilities: Muscle, Precision, Constitution</p><p>- secondary abilities: Perception, Agility, Knowledge, Will, Charm</p><p></p><p>Ranger:</p><p>- primary abilities: Muscle, Perception, Agility, Constitution</p><p>- secondary abilities: Precision, Knowledge, Will, Charm</p><p></p><p>Rogue:</p><p>- primary abilities: Perception, Agility </p><p>- secondary abilities: Muscle, Precision, Constitution, Knowledge, Charm</p><p>- dump abilities: Will</p><p></p><p>Sorcerer, Wizard:</p><p>- primary abilities: Will, Knowledge</p><p>- secondary abilities: Muscle, Precision, Agility, Constitution, Charm</p><p>- dump abilities: Perception</p><p></p><p>As there are now 8 abilities, and classes generally require one more</p><p>ability than previously, it may be helpful to increase how many points</p><p>characters get to buy abilities. For example, another 6 points would</p><p>suffice for a character to buy an extra ability of 14.</p><p></p><p></p><p>Modifications to attributes</p><p>===========================</p><p>MUSCLE (was Strength): </p><p></p><p>Muscle measures your character's sheer physical power. Muscle is important</p><p>for Barbarians, Fighters, Monks, Paladins and Rangers as it increases the </p><p>damage they do in combat. It can also be quite useful for Clerics, Druids,</p><p>and Rogues when they wade into combat. You apply your muscle modifier to:</p><p></p><p>- damage rolls with melee and thrown weapons</p><p>- Muscle checks (for breaking down doors and the like)</p><p>- carrying capacity</p><p>- Skills: Climb, Intimidate, Jump, Swim</p><p></p><p></p><p>PRECISION (was Strength):</p><p></p><p>Precision measures how accurate you are in combat and how deft you are</p><p>with your hands. For example, a gemcutter should be deft. Precision is</p><p>important for Barbarians, Fighters, Monks and Paladins as it increases how</p><p>often they will hit in combat. It can also be quite useful for Clerics, </p><p>Druids, and Rogues when they wade into combat. You apply your precision </p><p>modifier to:</p><p></p><p>- attack rolls with melee attacks</p><p>- Skills: Balance, Craft, Disable Device, Forgery, Open Lock, Use Rope</p><p></p><p></p><p>PERCEPTION (was Dexterity):</p><p></p><p>Perception measures how observant you are of your surroundings, and </p><p>hand-eye coordination. Perception is important for Rangers and Rogues, as </p><p>it increases their accuracy with ranged attacks and helps their skills. </p><p>You apply your perception modifier to:</p><p></p><p>- attacks rolls with ranged attacks</p><p>- Skills: Listen, Search, Sense Motive, Spot, Survival</p><p></p><p></p><p>AGILITY (was Dexterity):</p><p></p><p>Agility measures how nimble you are on your feet, and your reflexes. It </p><p>is most important for Monks, Rangers and Rogues, and anyone else who does </p><p>not wear heavy armor and engages in non-magical combat. You apply your </p><p>agility modifier to:</p><p></p><p>- Armor Class</p><p>- Reflex saving throws</p><p>- Skills: Escape Artist, Hide, Move Silently, Perform (Dance, instruments), </p><p> Ride, Sleight of Hand</p><p></p><p></p><p>CONSTITUTION (unchanged except for removing Concentration):</p><p></p><p>Constitution represents your character's health and stamina. It increases</p><p>your hit points, and is most important for melee-oriented classes such as</p><p>Barbarians, Fighters, Monks and Paladins.</p><p></p><p>- each roll of a Hit Die</p><p>- Fortitude saving throws</p><p></p><p></p><p>WILL (was Wisdom/spellcasting attribute):</p><p></p><p>Will represents your determination and abundance of magical power. It is</p><p>important for all spellcasters, particularly: Bards, Clerics, Druids, </p><p>Paladins, Sorcerers, and Wizards. You apply your Will modifier to:</p><p></p><p>- bonus spells</p><p>- Will savings throws</p><p>- Skills: Concentration, Profession, Use Magic Device</p><p>- Turning checks for Clerics and Paladins</p><p></p><p></p><p>KNOWLEDGE (was Intelligence/spellcasting attribute):</p><p></p><p>Knowledge represents how much you know and how well you understand magic.</p><p>It is important for all spellcasters, particularly: Bards, Clerics, Druids, </p><p>Sorcerers, and Wizards. Knowledge is also of some use to everyone, as it</p><p>gives you more skill points and more languages. You apply your Knowledge </p><p>modifier to:</p><p></p><p>- adds to saving throw difficulty class for spells and spell-like abilities</p><p>- 4 skill points per bonus/penalty point from Knowledge</p><p>- number of languages known</p><p>- Skills: Appraise, Decipher Script, Heal, Knowledge skills, Spellcraft</p><p></p><p>The maximum spell level you can cast is Knowledge - 10.</p><p></p><p></p><p>CHARM (was Charisma):</p><p></p><p>Charm represents how persuasive you are, and in turn how lucky you are</p><p>(the gods seldom favor those who are uncharismatic). Leading a charmed</p><p>life is of benefit to everyone, but Charm is most important for Bards.</p><p>You apply your Charm modifier to:</p><p></p><p>- Fortitude, Reflex and Will saving throws</p><p>- Skills: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal,</p><p> Perform (Act, Comedy, Oratory)</p><p></p><p></p><p>Modifications to classes</p><p>========================</p><p>Monks get a flat AC bonus with level - it is no longer dependent on Wisdom.</p><p>For example, an extra +2 AC at first level, and an extra +1 AC every 5 </p><p>levels thereafter. In general, no prestige class or base class should give</p><p>an attack, damage, AC or saving throw bonus based on an attribute - any </p><p>bonuses should be level-dependent bonuses. For example, the Duelist </p><p>prestige class might get +1 AC per 2 levels. Paladins might get +1 to saves </p><p>at first level, and an additional +1 save every 5 levels thereafter.</p><p></p><p>All spellcasters use Knowledge to modify saving throw DCs and the maximum </p><p>level of spell they can cast. All spellcasters use Will for bonus spells.</p><p></p><p></p><p>Modifications to feats</p><p>======================</p><p>Weapon Finesse is removed. Precision is used to modify the attack roll of</p><p>all melee attacks.</p><p></p><p></p><p>Modifications to races</p><p>======================</p><p>Dwarf: +2 Constitution, -2 Charm</p><p>Elf: +2 Agility, -2 Constitution</p><p>Gnome: +2 Constitution, -2 Muscle</p><p>Half-Orc: +2 Muscle, +2 Precision, -2 Knowledge, -2 Charm</p><p>Halfling: +2 Agility, -2 Muscle</p></blockquote><p></p>
[QUOTE="Tessarael, post: 1483653, member: 12909"] Hi folks, I've been thinking about an alternate ability system. My aim is to make all of the abilities roughly equal, rather than say Strength being the best for a warrior character. I want to discourage Charisma (Charm in this proposal) from being a dump stat. A +2 increase in an attribute should be worth between about one to two feats for a character. My intention is for this system to be fully compatible with existing D20 materials: it should not be necessary to change existing NPCs or monsters. It does help in PC character creation by reducing how dominant some abilities are. I also want to simplify the abilities used by the magic system - there does not seem to be a good reason why different Arcane and Divine casters have different primary casting abilities. This means that multiclassing between spellcasting classes will have good ability synergy, but as you are losing spell levels, it will seldom be worth it. Let me know what you think, thanks! I judge the importance of the proposed abilities to classes as follows: Barbarian, Fighter: - primary abilities: Muscle, Precision, Constitution - secondary abilities: Perception, Agility, Knowledge, Charm - dump abilities: Will Bard: - primary abilities: Will, Knowledge, Charm - secondary abilities: Muscle, Precision, Perception, Agility, Constitution Cleric, Druid: - primary abilities: Will, Knowledge - secondary abilities: Muscle, Precision, Agility, Constitution, Charm - dump abilities: Perception Monk: - primary abilities: Muscle, Precision, Agility, Constitution - secondary abilities: Perception, Knowledge, Charm - dump abilities: Will Paladin: - primary abilities: Muscle, Precision, Constitution - secondary abilities: Perception, Agility, Knowledge, Will, Charm Ranger: - primary abilities: Muscle, Perception, Agility, Constitution - secondary abilities: Precision, Knowledge, Will, Charm Rogue: - primary abilities: Perception, Agility - secondary abilities: Muscle, Precision, Constitution, Knowledge, Charm - dump abilities: Will Sorcerer, Wizard: - primary abilities: Will, Knowledge - secondary abilities: Muscle, Precision, Agility, Constitution, Charm - dump abilities: Perception As there are now 8 abilities, and classes generally require one more ability than previously, it may be helpful to increase how many points characters get to buy abilities. For example, another 6 points would suffice for a character to buy an extra ability of 14. Modifications to attributes =========================== MUSCLE (was Strength): Muscle measures your character's sheer physical power. Muscle is important for Barbarians, Fighters, Monks, Paladins and Rangers as it increases the damage they do in combat. It can also be quite useful for Clerics, Druids, and Rogues when they wade into combat. You apply your muscle modifier to: - damage rolls with melee and thrown weapons - Muscle checks (for breaking down doors and the like) - carrying capacity - Skills: Climb, Intimidate, Jump, Swim PRECISION (was Strength): Precision measures how accurate you are in combat and how deft you are with your hands. For example, a gemcutter should be deft. Precision is important for Barbarians, Fighters, Monks and Paladins as it increases how often they will hit in combat. It can also be quite useful for Clerics, Druids, and Rogues when they wade into combat. You apply your precision modifier to: - attack rolls with melee attacks - Skills: Balance, Craft, Disable Device, Forgery, Open Lock, Use Rope PERCEPTION (was Dexterity): Perception measures how observant you are of your surroundings, and hand-eye coordination. Perception is important for Rangers and Rogues, as it increases their accuracy with ranged attacks and helps their skills. You apply your perception modifier to: - attacks rolls with ranged attacks - Skills: Listen, Search, Sense Motive, Spot, Survival AGILITY (was Dexterity): Agility measures how nimble you are on your feet, and your reflexes. It is most important for Monks, Rangers and Rogues, and anyone else who does not wear heavy armor and engages in non-magical combat. You apply your agility modifier to: - Armor Class - Reflex saving throws - Skills: Escape Artist, Hide, Move Silently, Perform (Dance, instruments), Ride, Sleight of Hand CONSTITUTION (unchanged except for removing Concentration): Constitution represents your character's health and stamina. It increases your hit points, and is most important for melee-oriented classes such as Barbarians, Fighters, Monks and Paladins. - each roll of a Hit Die - Fortitude saving throws WILL (was Wisdom/spellcasting attribute): Will represents your determination and abundance of magical power. It is important for all spellcasters, particularly: Bards, Clerics, Druids, Paladins, Sorcerers, and Wizards. You apply your Will modifier to: - bonus spells - Will savings throws - Skills: Concentration, Profession, Use Magic Device - Turning checks for Clerics and Paladins KNOWLEDGE (was Intelligence/spellcasting attribute): Knowledge represents how much you know and how well you understand magic. It is important for all spellcasters, particularly: Bards, Clerics, Druids, Sorcerers, and Wizards. Knowledge is also of some use to everyone, as it gives you more skill points and more languages. You apply your Knowledge modifier to: - adds to saving throw difficulty class for spells and spell-like abilities - 4 skill points per bonus/penalty point from Knowledge - number of languages known - Skills: Appraise, Decipher Script, Heal, Knowledge skills, Spellcraft The maximum spell level you can cast is Knowledge - 10. CHARM (was Charisma): Charm represents how persuasive you are, and in turn how lucky you are (the gods seldom favor those who are uncharismatic). Leading a charmed life is of benefit to everyone, but Charm is most important for Bards. You apply your Charm modifier to: - Fortitude, Reflex and Will saving throws - Skills: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Perform (Act, Comedy, Oratory) Modifications to classes ======================== Monks get a flat AC bonus with level - it is no longer dependent on Wisdom. For example, an extra +2 AC at first level, and an extra +1 AC every 5 levels thereafter. In general, no prestige class or base class should give an attack, damage, AC or saving throw bonus based on an attribute - any bonuses should be level-dependent bonuses. For example, the Duelist prestige class might get +1 AC per 2 levels. Paladins might get +1 to saves at first level, and an additional +1 save every 5 levels thereafter. All spellcasters use Knowledge to modify saving throw DCs and the maximum level of spell they can cast. All spellcasters use Will for bonus spells. Modifications to feats ====================== Weapon Finesse is removed. Precision is used to modify the attack roll of all melee attacks. Modifications to races ====================== Dwarf: +2 Constitution, -2 Charm Elf: +2 Agility, -2 Constitution Gnome: +2 Constitution, -2 Muscle Half-Orc: +2 Muscle, +2 Precision, -2 Knowledge, -2 Charm Halfling: +2 Agility, -2 Muscle [/QUOTE]
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