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*Dungeons & Dragons
[Homebrew] − Rethinking the Ability Scores
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<blockquote data-quote="TheLoneRanger1979" data-source="post: 7161544" data-attributes="member: 6804148"><p>Ok, part 2, the abilities themselves <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>First the unchanged ones.</p><p>Strength - overall muscle power, the ability to throw things a long way, lift heavy objects, punch hard, carry heavy weights..... As usual, provides bonus to damage dealt, wither through weapon hits or pure unarmed feats. Has effect on matter manipulation (smashing through doors, bending bars, tearing fabrics), but no to hit bonus. Minimal STR values required for use of certain weapons without penalties though. I.E. a strong composite bow or big two handed/war sword needing a minimum of 14 STR to be used at full capacity. Failing to meet these requirements incurs disadvantage on attack rolls. </p><p></p><p>Dexterity - hand eye coordination. Calmness and articulation of motion, mostly with hands. Give bonus to the execution of all tasks performed by hands (or other appendages) that require precision (tinkering with devices, playing musical instruments, painting, mending wounds, crafting). Also gives to hit bonus to all weapon and unarmed attacks. </p><p></p><p>Constitution - overall physical fitness. The ability to exert yourself for long periods of time. To contrast it with STR, STR allows a strongman to hurl a 12ft pole 40 yards away, Con allows an endurance runner to cross 100 miles a day. It gives bonus to the physical health of the characters but also directly effects the stamina pool (more on that later).</p><p></p><p>Intelligence - capability for learning new subjects, solving problems, in other words the mental capacity. Governs all "lore" based activities, including languages (how many you can learn). It also provides bonus to finding weak points (increases chances for critical hits). </p><p></p><p>Now the departures:</p><p></p><p>Awareness - substitute for wisdom. It indicates the mindfulness and self composure/will power of a character. Gives bonus to all "insight" related skills like reading intentions, intuition, following tracks, reading the weather....). </p><p></p><p>Agility - departure from dexterity. It covers your overall body mechanics, reflexes, balance. Gives bonuses to dodging, performing acrobatics, quick draws, slight of hand..... </p><p></p><p>Presence - departure from charisma. If awareness is the inner strength of the PC, presence is the outward manifestation. The ability to get noticed, influence people, dominate over others either through diplomacy or intimidation. </p><p></p><p>Defense points or DP, departure from Hit points or HP. Instead of health, they represent how far away a person is from being defeated in combat. It's tightly related to stamina. Once you run out of DP you get hit (as in actual hit on your body) and suffer an injury (maybe) and get knocked out of combat. DP is an abstraction of individual skill, experience, luck and moral in combat. As such it can be boosted in combat by bard's motivational activities, cleric's divine interventions or paladin's leadership in example. During a fight a PC can take the second wind action and convert some of it's stamina (hit die) to DP. Warriors can take it as an extra action, while others as standard action. Warriors also gain multiple use of second wind as they level up. In between encounters there are no limits as to how much stamina can be converted to DP. However depleting one's stamina imposes penalties on the total amount of DP a character can have (still haven't figured out the right model yet, but i.e. 0 stamina caps your DP at 50% or 25% stamina at 75%).</p><p></p><p>Stamina, basically your hit dice. You expend them to recover DP or to power certain special actions that require extra ordinary levels of effort. They recover during rests. Short rest recovers 1 hit die, long rest up to half your total. Some classes may have special bonuses on either total number of HD or their recovery.</p><p></p><p>Health. This one i haven't figured out at all. I am stuck between some form of injury system and a basic health pool. If injury system is implemented, then each subsequent knock down gives you an injury (armor has a chance of mitigating it). If a health pool is implemented, then your health points or HP don't grow much as you level. Say you start as a level 1 warrior with 16 constitution. That gives you 10 HP + 3 from your CON to a total of 13. Each level you gain more, but only based on your modifier, so a level 10 fighter would have 10 + 10*3=40 HP. This is however is still not to my taste though. I'd rather start with a larger starting pool (as in 4E) with maybe 30HP and then gain more per class (or feat) instead of per modifier. Either way, injury or HP, damage to each of those would effect your DP. Thus out of 5 injuries possible or 100% total health, each would decrease your total DP by 20%. </p><p></p><p>There might be more, but am actually exhausted from typing all this. Hope it provides food for thought....</p><p>Cheers guys!</p></blockquote><p></p>
[QUOTE="TheLoneRanger1979, post: 7161544, member: 6804148"] Ok, part 2, the abilities themselves :) First the unchanged ones. Strength - overall muscle power, the ability to throw things a long way, lift heavy objects, punch hard, carry heavy weights..... As usual, provides bonus to damage dealt, wither through weapon hits or pure unarmed feats. Has effect on matter manipulation (smashing through doors, bending bars, tearing fabrics), but no to hit bonus. Minimal STR values required for use of certain weapons without penalties though. I.E. a strong composite bow or big two handed/war sword needing a minimum of 14 STR to be used at full capacity. Failing to meet these requirements incurs disadvantage on attack rolls. Dexterity - hand eye coordination. Calmness and articulation of motion, mostly with hands. Give bonus to the execution of all tasks performed by hands (or other appendages) that require precision (tinkering with devices, playing musical instruments, painting, mending wounds, crafting). Also gives to hit bonus to all weapon and unarmed attacks. Constitution - overall physical fitness. The ability to exert yourself for long periods of time. To contrast it with STR, STR allows a strongman to hurl a 12ft pole 40 yards away, Con allows an endurance runner to cross 100 miles a day. It gives bonus to the physical health of the characters but also directly effects the stamina pool (more on that later). Intelligence - capability for learning new subjects, solving problems, in other words the mental capacity. Governs all "lore" based activities, including languages (how many you can learn). It also provides bonus to finding weak points (increases chances for critical hits). Now the departures: Awareness - substitute for wisdom. It indicates the mindfulness and self composure/will power of a character. Gives bonus to all "insight" related skills like reading intentions, intuition, following tracks, reading the weather....). Agility - departure from dexterity. It covers your overall body mechanics, reflexes, balance. Gives bonuses to dodging, performing acrobatics, quick draws, slight of hand..... Presence - departure from charisma. If awareness is the inner strength of the PC, presence is the outward manifestation. The ability to get noticed, influence people, dominate over others either through diplomacy or intimidation. Defense points or DP, departure from Hit points or HP. Instead of health, they represent how far away a person is from being defeated in combat. It's tightly related to stamina. Once you run out of DP you get hit (as in actual hit on your body) and suffer an injury (maybe) and get knocked out of combat. DP is an abstraction of individual skill, experience, luck and moral in combat. As such it can be boosted in combat by bard's motivational activities, cleric's divine interventions or paladin's leadership in example. During a fight a PC can take the second wind action and convert some of it's stamina (hit die) to DP. Warriors can take it as an extra action, while others as standard action. Warriors also gain multiple use of second wind as they level up. In between encounters there are no limits as to how much stamina can be converted to DP. However depleting one's stamina imposes penalties on the total amount of DP a character can have (still haven't figured out the right model yet, but i.e. 0 stamina caps your DP at 50% or 25% stamina at 75%). Stamina, basically your hit dice. You expend them to recover DP or to power certain special actions that require extra ordinary levels of effort. They recover during rests. Short rest recovers 1 hit die, long rest up to half your total. Some classes may have special bonuses on either total number of HD or their recovery. Health. This one i haven't figured out at all. I am stuck between some form of injury system and a basic health pool. If injury system is implemented, then each subsequent knock down gives you an injury (armor has a chance of mitigating it). If a health pool is implemented, then your health points or HP don't grow much as you level. Say you start as a level 1 warrior with 16 constitution. That gives you 10 HP + 3 from your CON to a total of 13. Each level you gain more, but only based on your modifier, so a level 10 fighter would have 10 + 10*3=40 HP. This is however is still not to my taste though. I'd rather start with a larger starting pool (as in 4E) with maybe 30HP and then gain more per class (or feat) instead of per modifier. Either way, injury or HP, damage to each of those would effect your DP. Thus out of 5 injuries possible or 100% total health, each would decrease your total DP by 20%. There might be more, but am actually exhausted from typing all this. Hope it provides food for thought.... Cheers guys! [/QUOTE]
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[Homebrew] − Rethinking the Ability Scores
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