Yaarel
🇮🇱 🇺🇦 He-Mage
An elegant way to handle the D&D abilities system is to consolidate the current six to a salient four.
• Strength
• Dexterity
• Intelligence
• Charisma
This foursome allows for a useful distinction among the physical abilities and among the mental abilities.
Compare the new Forbidden Lands gaming system from the Free League Publishing (Tales of the Loop, Mutant Year Zero, etcetera). Its system utilizes this foursome, and the result is a simple but powerful gaming system that won an ENny award for its rules. It calls the foursome as follows.
• Strength
• Agility
• Wits
• Empathy
Meanwhile, skills determine the other modifiers. The clarity of when to use each ability minimizes the amount of rules necessary and makes spontaneous on the fly rulings intuitively straightforward.
For D&D, the foursome functions well as follows.
• Strength (merge Str and Con, it is the minimum prereq for size, and there is no finesse weapon)
• Dexterity (use Dex as-is, but now does all Athletics checks relating climb, jump, and movement)
− Pulling a teammate up is a Strength check, but pulling yourself up is a Dexterity check relating to movement and agility.
• Intelligence (use Int as-is, but includes Perception checks)
• Charisma (use Charisma as-is, but includes Empathy/Insight checks, and Willpower defense).
These adjustments result in an optimally efficient gaming system. Each ability has a clear meaning, and is roughly equal in value to the other three abilities.
• Strength
• Dexterity
• Intelligence
• Charisma
This foursome allows for a useful distinction among the physical abilities and among the mental abilities.
Compare the new Forbidden Lands gaming system from the Free League Publishing (Tales of the Loop, Mutant Year Zero, etcetera). Its system utilizes this foursome, and the result is a simple but powerful gaming system that won an ENny award for its rules. It calls the foursome as follows.
• Strength
• Agility
• Wits
• Empathy
Meanwhile, skills determine the other modifiers. The clarity of when to use each ability minimizes the amount of rules necessary and makes spontaneous on the fly rulings intuitively straightforward.
For D&D, the foursome functions well as follows.
• Strength (merge Str and Con, it is the minimum prereq for size, and there is no finesse weapon)
• Dexterity (use Dex as-is, but now does all Athletics checks relating climb, jump, and movement)
− Pulling a teammate up is a Strength check, but pulling yourself up is a Dexterity check relating to movement and agility.
• Intelligence (use Int as-is, but includes Perception checks)
• Charisma (use Charisma as-is, but includes Empathy/Insight checks, and Willpower defense).
These adjustments result in an optimally efficient gaming system. Each ability has a clear meaning, and is roughly equal in value to the other three abilities.