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*Pathfinder & Starfinder
Consolidated Power Abilities
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<blockquote data-quote="Sadrik" data-source="post: 2341712" data-attributes="member: 14506"><p>Consolidated power abilities make characters better and simpler... er uh... what do you think?</p><p></p><p>Something on the same wavelength and something that we argued over in the other thread is strength and con. By combining both of them you do away with the splitting hairs over the meaning of str and con.</p><p></p><p>Oh below, the wits save is the weakest save. It helps you figure out things like disbelieving, "oh thats an illusion." Or "oh the phantasm is just in my head." all other mental things would still fall under the Will save.</p><p></p><p>Read on...</p><p></p><p>Fewer abilities</p><p>Under this variant characters would only have four abilities Body, Dexterity, Intelligence and Willpower. The four abilities would work the same as they would for any game except that the Body and Willpower abilities are different. Body is an amalgamation of Strength and Constitution and is by far the most potent stat in a fantasy game where physical melee combat is the most common form of combat. Dexterity is unchanged from the standard ability and is still powerful in not getting hit by attackers etc. Under this variant I would use the Dexterity to hit and Strength to damage variant to spread out the power of the Body ability. Intelligence is unchanged it would still grant you skill points (unless using one of the other variants) and is the ability that controls the most skills. I would also institute the Wits saving throw to fill out the stat. Both wisdom and charisma encompass the Willpower ability. Charisma often seen as a dump ability; becomes much more desirable under this option. </p><p>To convert creatures and characters to this system take the average of the creature or characters two abilities and then take the highest ability of the two and average them again. </p><p>So for example suppose while attempting to figure out a supposed cleric characters Willpower ability she had an 18 wisdom and a 10 charisma averaged to be 14 (18+10=28 28/2=14) then average the 14 with the highest ability again to be 16 (18+14=32 32/2=16). So her Willpower stat would be 16. Do the body stat the exact same way.</p><p>The player’s handbook races would have slightly different racial ability adjustments. I do them as shown below. I change the elf from its standard +2 Dexterity to Intelligence to prevent duplication of the Halflings ability adjustments. I changed the Dwarfs penalty to Dexterity to prevent overlap with the Half-orc and finally I changed the Gnome for several reasons.</p><p></p><p>Race Ability Adjustment</p><p>Dwarf +2 Body, -2 Dexterity</p><p>Elf +2 Intelligence, -2 Body</p><p>Gnome +2 Willpower, -2 Body</p><p>Halfling +2 Dexterity, -2 Body </p><p>Half-orc +2 Body, -2 Willpower</p><p>Half-elf None</p><p>Human None</p><p></p><p>Sadrik</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2341712, member: 14506"] Consolidated power abilities make characters better and simpler... er uh... what do you think? Something on the same wavelength and something that we argued over in the other thread is strength and con. By combining both of them you do away with the splitting hairs over the meaning of str and con. Oh below, the wits save is the weakest save. It helps you figure out things like disbelieving, "oh thats an illusion." Or "oh the phantasm is just in my head." all other mental things would still fall under the Will save. Read on... Fewer abilities Under this variant characters would only have four abilities Body, Dexterity, Intelligence and Willpower. The four abilities would work the same as they would for any game except that the Body and Willpower abilities are different. Body is an amalgamation of Strength and Constitution and is by far the most potent stat in a fantasy game where physical melee combat is the most common form of combat. Dexterity is unchanged from the standard ability and is still powerful in not getting hit by attackers etc. Under this variant I would use the Dexterity to hit and Strength to damage variant to spread out the power of the Body ability. Intelligence is unchanged it would still grant you skill points (unless using one of the other variants) and is the ability that controls the most skills. I would also institute the Wits saving throw to fill out the stat. Both wisdom and charisma encompass the Willpower ability. Charisma often seen as a dump ability; becomes much more desirable under this option. To convert creatures and characters to this system take the average of the creature or characters two abilities and then take the highest ability of the two and average them again. So for example suppose while attempting to figure out a supposed cleric characters Willpower ability she had an 18 wisdom and a 10 charisma averaged to be 14 (18+10=28 28/2=14) then average the 14 with the highest ability again to be 16 (18+14=32 32/2=16). So her Willpower stat would be 16. Do the body stat the exact same way. The player’s handbook races would have slightly different racial ability adjustments. I do them as shown below. I change the elf from its standard +2 Dexterity to Intelligence to prevent duplication of the Halflings ability adjustments. I changed the Dwarfs penalty to Dexterity to prevent overlap with the Half-orc and finally I changed the Gnome for several reasons. Race Ability Adjustment Dwarf +2 Body, -2 Dexterity Elf +2 Intelligence, -2 Body Gnome +2 Willpower, -2 Body Halfling +2 Dexterity, -2 Body Half-orc +2 Body, -2 Willpower Half-elf None Human None Sadrik [/QUOTE]
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