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[Homebrew] − Rethinking the Ability Scores
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<blockquote data-quote="Yaarel" data-source="post: 7258425" data-attributes="member: 58172"><p>This configuration corresponds to the classical six abilities. The abilities organize as follows.</p><p></p><p>Wisdom splits, giving Perception to Dexterity, Willpower to Charisma, and Intuition to Intelligence.</p><p></p><p></p><p></p><p><strong>Strength</strong></p><p><em>Athletics/Acrobatics, agility, body mobility, hand-eye coordination, jump, climb, tumble, balance, speed, gross motor skills, appearance of physique is fit and ‘in shape’</em></p><p>• Attack bonus (melee attack, thrown weapon, unarmed attack)</p><p>• Grapple bonus versus Constitution (size)</p><p>• AC bonus (if no armor, or light or medium armor)</p><p>• Reflex save</p><p>• Athletics/Acrobatics checks</p><p>• Physical stunts</p><p>• Slight of Hand checks</p><p></p><p><strong>Constitution</strong></p><p><em>Size, brute force, toughness</em></p><p>• Size (Constitution score: Tiny 1-4, Small 5-8, Lightweight Medium 9-12, Heavyweight Medium 13-16, Large 17-20, Huge 21-24, Gargantuan 25+)</p><p>• Damage bonus (melee weapon, unarmed combat, thrown weapon)</p><p>• Reach (melee weapon, unarmed combat)</p><p>• Hit points</p><p>• Resist grapple</p><p>• Heavy armor, heavy weapons</p><p>• Lift (carry, pull, push)</p><p>• Fortitude save (physical robustness versus injury)</p><p><em>Endurance, health</em></p><p>• Hit Dice (stamina, pain endurance)</p><p>• Endurance checks</p><p>• Health checks (resist disease, resist poison, lifespan)</p><p></p><p><strong>Dexterity</strong></p><p><em>Slow cautious sensitive precise motion, steady hand</em></p><p>• Attack bonus (ranged weapons, sneak attack versus unaware)</p><p>• Manual dexterity checks (sculpting, painting, pouring alchemical ingredients, precision)</p><p><em>Sensory perception</em></p><p>• Perception checks (physical senses for sensory description only: see, hear, touch, smell, taste)</p><p>• Stealth checks (slow cautious sensitive motion, avoiding perception)</p><p>• Initiative bonus (because of alertness and detection − not reaction speed of Strength)</p><p></p><p><strong>Intelligence</strong></p><p><em>Knowledge, calculation, anticipation, investigation</em></p><p>• Damage bonus (ranged attack, sneak attack versus unaware)</p><p>• Knowledge/Investigation checks (education, logic, rational intuition, technology)</p><p>• Deception checks (disguise, forgery, plausible lie, bluff, magical illusion, phantasm, sensory manipulation)</p><p>• Insight save versus Deception (disguise, forgery, plausible lie, bluff, magical illusion, phantasm, sensory manipulation)</p><p><em>Psychic intuition, magic affinity</em></p><p>• Intuition checks (psychic intuition, divination, hunch)</p><p>• Arcana checks</p><p></p><p><strong>Charisma</strong></p><p>Social skills, sense of self, empathy, willpower, and mental influence</p><p>• Persuasion checks (charm, friendship, gain help, avoid combat)</p><p>• Intimidation checks (cause fear only if demonstrating a credible threat, force surrender)</p><p>• Empathy checks (insight into emotions, motivations, thoughts, of an other mind)</p><p>• Attack bonus or DC bonus (mental influence, suggestion, charm, fear, domination, insanity, temptation)</p><p>• Willpower save (mental influence, suggestion, mind affecting spells, charm, fear, domination, insanity, temptation)</p><p></p><p></p><p></p><p>Notes.</p><p></p><p>Constitution: strictly speaking Health is distinct from Size, but they work together well enough, and there is some correlation.</p><p></p><p>Strength Athletics makes a check versus a Difficult DC to lift up ones own bodyweight. At the same time, Constitution determines Size. Thus it is Difficult for a Lightweight Medium creatue to pull itself up (over a cliff ledge or so on); it is Difficult for a Heavyweight Medium creature to pull itself up. Size categories change the DC. It is Very Difficult for a Lightweight to pull up a Heavyweight (up from a cliff ledge or so on); it is Very Difficult for a Heavyweight to pull up a Large. Oppositely. It is Moderate for a Lightweight to pull up a Small; it is Moderate for a Heavyweight to pull up a Lightweight. And so on.</p><p></p><p>You can use a Dexterity check to ‘balance’, but it means inching ones way across a tightrope, in place of using a Strength Athletics/Acrobatics check to run across the tightrope at top speed.</p><p></p><p>Both Intelligence and Charisma are magic casting abilities for spells and psionics, but more attention is needed to distinguish which is responsible for what. Because Charisma lacks regular combat application, it is tempting to make it the casting ability for all magic, spells, and psionics. But that would make Intelligence need help, heh, and I am tired of Intelligence needing help.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7258425, member: 58172"] This configuration corresponds to the classical six abilities. The abilities organize as follows. Wisdom splits, giving Perception to Dexterity, Willpower to Charisma, and Intuition to Intelligence. [B]Strength[/B] [I]Athletics/Acrobatics, agility, body mobility, hand-eye coordination, jump, climb, tumble, balance, speed, gross motor skills, appearance of physique is fit and ‘in shape’[/I] • Attack bonus (melee attack, thrown weapon, unarmed attack) • Grapple bonus versus Constitution (size) • AC bonus (if no armor, or light or medium armor) • Reflex save • Athletics/Acrobatics checks • Physical stunts • Slight of Hand checks [B]Constitution[/B] [I]Size, brute force, toughness[/I] • Size (Constitution score: Tiny 1-4, Small 5-8, Lightweight Medium 9-12, Heavyweight Medium 13-16, Large 17-20, Huge 21-24, Gargantuan 25+) • Damage bonus (melee weapon, unarmed combat, thrown weapon) • Reach (melee weapon, unarmed combat) • Hit points • Resist grapple • Heavy armor, heavy weapons • Lift (carry, pull, push) • Fortitude save (physical robustness versus injury) [I]Endurance, health[/I] • Hit Dice (stamina, pain endurance) • Endurance checks • Health checks (resist disease, resist poison, lifespan) [B]Dexterity[/B] [I]Slow cautious sensitive precise motion, steady hand[/I] • Attack bonus (ranged weapons, sneak attack versus unaware) • Manual dexterity checks (sculpting, painting, pouring alchemical ingredients, precision) [I]Sensory perception[/I] • Perception checks (physical senses for sensory description only: see, hear, touch, smell, taste) • Stealth checks (slow cautious sensitive motion, avoiding perception) • Initiative bonus (because of alertness and detection − not reaction speed of Strength) [B]Intelligence[/B] [I]Knowledge, calculation, anticipation, investigation[/I] • Damage bonus (ranged attack, sneak attack versus unaware) • Knowledge/Investigation checks (education, logic, rational intuition, technology) • Deception checks (disguise, forgery, plausible lie, bluff, magical illusion, phantasm, sensory manipulation) • Insight save versus Deception (disguise, forgery, plausible lie, bluff, magical illusion, phantasm, sensory manipulation) [I]Psychic intuition, magic affinity[/I] • Intuition checks (psychic intuition, divination, hunch) • Arcana checks [B]Charisma[/B] Social skills, sense of self, empathy, willpower, and mental influence • Persuasion checks (charm, friendship, gain help, avoid combat) • Intimidation checks (cause fear only if demonstrating a credible threat, force surrender) • Empathy checks (insight into emotions, motivations, thoughts, of an other mind) • Attack bonus or DC bonus (mental influence, suggestion, charm, fear, domination, insanity, temptation) • Willpower save (mental influence, suggestion, mind affecting spells, charm, fear, domination, insanity, temptation) Notes. Constitution: strictly speaking Health is distinct from Size, but they work together well enough, and there is some correlation. Strength Athletics makes a check versus a Difficult DC to lift up ones own bodyweight. At the same time, Constitution determines Size. Thus it is Difficult for a Lightweight Medium creatue to pull itself up (over a cliff ledge or so on); it is Difficult for a Heavyweight Medium creature to pull itself up. Size categories change the DC. It is Very Difficult for a Lightweight to pull up a Heavyweight (up from a cliff ledge or so on); it is Very Difficult for a Heavyweight to pull up a Large. Oppositely. It is Moderate for a Lightweight to pull up a Small; it is Moderate for a Heavyweight to pull up a Lightweight. And so on. You can use a Dexterity check to ‘balance’, but it means inching ones way across a tightrope, in place of using a Strength Athletics/Acrobatics check to run across the tightrope at top speed. Both Intelligence and Charisma are magic casting abilities for spells and psionics, but more attention is needed to distinguish which is responsible for what. Because Charisma lacks regular combat application, it is tempting to make it the casting ability for all magic, spells, and psionics. But that would make Intelligence need help, heh, and I am tired of Intelligence needing help. [/QUOTE]
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