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[Homebrew] − Rethinking the Ability Scores
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<blockquote data-quote="Yaarel" data-source="post: 7162164" data-attributes="member: 58172"><p>Lets focus specifically on the combat mechanics of each ability. (Lets avoid vague descriptions like ‘logic’ that almost never happen during gameplay. Just the mechanics, please.) Once we have all the mechanics down, we focus on the most elegant way to organize them, aiming for both simplicity and realism.</p><p></p><p><strong>Athletics</strong><em></em></p><p><em>Body mobility, coordination, jump, tumble, speed, fitness, stamina, gross motor skills.</em></p><p>• Attack bonus to melee attack</p><p>• Attack bonus to thrown weapon</p><p>• Attack bonus to unarmed attack</p><p>• Attack bonus to grapple versus Size</p><p>• Attack bonus to shove versus Size</p><p>• Initiative bonus</p><p>• Gymnastic check to jump, climb</p><p>• Gymnastic check to catch from falling, or to roll landing after falling</p><p>• Gymnastic tumble movement thru hostile space</p><p>• Gymnastic check to balance, during movement or keeping still</p><p>• Gymnastic check to perform a stunt</p><p>• Bonus to charge attack</p><p>• Reflex save to dodge to avoid hit</p><p>• Quick draw</p><p>• Sleight of hand (pickpocketing, distracting audience while finessing a legerdemain trick)</p><p>• AC bonus if no armor, or light or medium</p><p>• Stamina check for lengthy endurance exercise</p><p>• Health check versus poison or disease</p><p></p><p><strong>Size</strong><em></em></p><p><em>Size, brute force, and toughness.</em></p><p>• Long reach in melee combat</p><p>• Damage bonus to melee attack</p><p>• Damage bonus to unarmed attack</p><p>• Damage bonus to thrown weapon (but not light weapon)</p><p>• Bonus to resist shove</p><p>• Bonus to break out of gappling hold</p><p>• Hit point bonus while leveling</p><p>• Prereq to use heavy weapons</p><p>• Prereq to use heavy armors</p><p>• Bonus to push</p><p>• Lift, carry, push, pull</p><p>• Fortitude save to withstand punishment</p><p>• Hit dice to recover from combat</p><p></p><p><strong>Perception</strong></p><p><em>Physical senses, slow sensitive movements, precision, steady hand, fine motor skills.</em></p><p>• Perception versus Stealth to determine surprise</p><p>• Attack bonus to ranged attack (bow, crossbow, gun)</p><p>• Attack bonus versus unaware or helpless (including Sneak Attack)</p><p>• Passive perception defense versus hidden, invisible, obscured, faint</p><p>• Perception check versus hidden, invisible, obscured, faint</p><p>• Stealth check to hide, move quietly</p><p>• Medicine check to stabilize dying</p><p>• Manual dexterity check to disable a trap</p><p>• Manual dexterity check to set a trap</p><p>• Disguise check to sculpt a convincing mask or replicate a forgery</p><p>• Perception check to see thru disguise</p><p></p><p><strong>Intelligence</strong></p><p><em> Ways of knowing, intuition, discernment, education, memory, calculation, and anticipation.</em></p><p><em></em>• Damage bonus to ranged attack (bow, crossbow, gun)</p><p>• Damage bonus versus unaware or helpless (including Sneak Attack)</p><p>• Knowledge check for weakness in target (low ability, damage type vulnerability)</p><p>• Knowledge check to discern if creature is Undead</p><p>• After Perception: Investigate check to recognize/discern what is going on from obscure clue</p><p>• Deception check to falsify plausible information</p><p>• Discernment save versus illusion</p><p>• Lucidity save versus confusion</p><p>• Intuition check to get a ‘vibe’, or discern/deduce a special insight, for unknown situation</p><p>• Arcane check to identify spell effects</p><p>• Wizard scholarly magic</p><p>• Cleric intuitive magic</p><p></p><p><strong>Charm</strong></p><p><em>Social skills, sense of self, empathy, willpower, and influence.</em></p><p>• Willpower save versus charm, fear, domination</p><p>• Sanity save versus madness, corruption, etcetera</p><p>• Persuasion check to avoid combat, end combat, or gain ally in combat</p><p>• Intimidation check to avoid combat, end combat, or gain ally in combat</p><p>• Empathy insight check to identify mood and motive</p><p>• Performance check to distract a targets attention</p><p>• Check to find best person to talk to to extract information</p><p>• Inspiration to boost morale</p><p>• Bard social magic</p><p>• Paladin willpower magic</p><p></p><p></p><p></p><p>What other ability mechanics are there that can (typically) happen during a combat encounter?</p><p></p><p>Note:</p><p></p><p>I am hesitant about the spellcasting ability for the Druid or Cleric. Since Perception is now strictly sensory perception, without abstract intuition, Druid/Cleric magic seems to work better as either Intuition (understanding nature/cosmos) or more likely Charm (empathizing with nature spirits / spiritual community). Paladin magic is clearly Charm.</p><p></p><p>If Intelligence and Charm are the only magic abilities, then maybe decouple them somehow, so casters benefit from having high scores in both Intelligence and Charm, similar to how warriors benefit from both Athletics and Size, and archers and assassins benefit from both Perception and Intelligence.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7162164, member: 58172"] Lets focus specifically on the combat mechanics of each ability. (Lets avoid vague descriptions like ‘logic’ that almost never happen during gameplay. Just the mechanics, please.) Once we have all the mechanics down, we focus on the most elegant way to organize them, aiming for both simplicity and realism. [B]Athletics[/B][I] Body mobility, coordination, jump, tumble, speed, fitness, stamina, gross motor skills.[/I] • Attack bonus to melee attack • Attack bonus to thrown weapon • Attack bonus to unarmed attack • Attack bonus to grapple versus Size • Attack bonus to shove versus Size • Initiative bonus • Gymnastic check to jump, climb • Gymnastic check to catch from falling, or to roll landing after falling • Gymnastic tumble movement thru hostile space • Gymnastic check to balance, during movement or keeping still • Gymnastic check to perform a stunt • Bonus to charge attack • Reflex save to dodge to avoid hit • Quick draw • Sleight of hand (pickpocketing, distracting audience while finessing a legerdemain trick) • AC bonus if no armor, or light or medium • Stamina check for lengthy endurance exercise • Health check versus poison or disease [B]Size[/B][I] Size, brute force, and toughness.[/I] • Long reach in melee combat • Damage bonus to melee attack • Damage bonus to unarmed attack • Damage bonus to thrown weapon (but not light weapon) • Bonus to resist shove • Bonus to break out of gappling hold • Hit point bonus while leveling • Prereq to use heavy weapons • Prereq to use heavy armors • Bonus to push • Lift, carry, push, pull • Fortitude save to withstand punishment • Hit dice to recover from combat [B]Perception[/B] [I]Physical senses, slow sensitive movements, precision, steady hand, fine motor skills.[/I] • Perception versus Stealth to determine surprise • Attack bonus to ranged attack (bow, crossbow, gun) • Attack bonus versus unaware or helpless (including Sneak Attack) • Passive perception defense versus hidden, invisible, obscured, faint • Perception check versus hidden, invisible, obscured, faint • Stealth check to hide, move quietly • Medicine check to stabilize dying • Manual dexterity check to disable a trap • Manual dexterity check to set a trap • Disguise check to sculpt a convincing mask or replicate a forgery • Perception check to see thru disguise [B]Intelligence[/B] [I] Ways of knowing, intuition, discernment, education, memory, calculation, and anticipation. [/I]• Damage bonus to ranged attack (bow, crossbow, gun) • Damage bonus versus unaware or helpless (including Sneak Attack) • Knowledge check for weakness in target (low ability, damage type vulnerability) • Knowledge check to discern if creature is Undead • After Perception: Investigate check to recognize/discern what is going on from obscure clue • Deception check to falsify plausible information • Discernment save versus illusion • Lucidity save versus confusion • Intuition check to get a ‘vibe’, or discern/deduce a special insight, for unknown situation • Arcane check to identify spell effects • Wizard scholarly magic • Cleric intuitive magic [B]Charm[/B] [I]Social skills, sense of self, empathy, willpower, and influence.[/I] • Willpower save versus charm, fear, domination • Sanity save versus madness, corruption, etcetera • Persuasion check to avoid combat, end combat, or gain ally in combat • Intimidation check to avoid combat, end combat, or gain ally in combat • Empathy insight check to identify mood and motive • Performance check to distract a targets attention • Check to find best person to talk to to extract information • Inspiration to boost morale • Bard social magic • Paladin willpower magic What other ability mechanics are there that can (typically) happen during a combat encounter? Note: I am hesitant about the spellcasting ability for the Druid or Cleric. Since Perception is now strictly sensory perception, without abstract intuition, Druid/Cleric magic seems to work better as either Intuition (understanding nature/cosmos) or more likely Charm (empathizing with nature spirits / spiritual community). Paladin magic is clearly Charm. If Intelligence and Charm are the only magic abilities, then maybe decouple them somehow, so casters benefit from having high scores in both Intelligence and Charm, similar to how warriors benefit from both Athletics and Size, and archers and assassins benefit from both Perception and Intelligence. [/QUOTE]
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