If you could add one new ability score, what would it be?

Back in 1e, we used the Comeliness and Perception abilities. I can't really recall well how we used the Comeliness scores (I believe the rules for them were in the old Unearthed Arcana???), but Perception was used a LOT.
 

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paradox42 said:
I used to have Perception and Luck for my 2nd Edition campaign; in 3.X I haven't bothered to update them but of the pair I think Luck fits better with the modern ability score paradigms.

Mechanically, Luck could be used to boost just about any skill under certain circumstances- perhaps the PC would get a certain number of "Luck Substitutions" per day based on the Luck modifier. Also, high Luck should grant the character one or more rerolls per day, like the granted power of the existing Luck Domain. Low Luck would reverse these; negative modifiers would allow the DM a certain number of rerolls or skill modifications per day to use on the PC, and force the character to take the worse result each time.

Of course, the biggest problem with creating a new stat (particularly one like Luck) is in assigning scores to existing characters and monsters. That is a huge job- and worse, if a monster or NPC (in light of my suggested Luck mechanic above) has a negative modifier, who gets to force the reroll? The players? What if the NPC or monster is an ally of theirs? What if the alliance is temporary?
With Luck as an ability score, you could just make it either a modifier to all rolls, or have Luck checks to counter natural 1s or to improve the odds of natural 20s, maybe something like DC x, x probably equals 15-20, increases or decreases the actual value of your roll, so instead of rolling a 1 it is treated as rolling a higher (or lower) number, by 1 per every increment (maybe by every 3-5) above or below the DC. You'd have to make effects for beyond extraordinary successes or failures, above 20 or below 1, perhaps above 20 you either avoid all effects (for saves) or improve you odds of confirming or automatically confirming critical hits, and for below 1, perhaps the effects are doubled (for saves) or you risk hitting someone else, perhaps even yourself, for attack rolls. Luck could also increase the amount of negative hitpoints it takes to kill you, and possibly the number of limited uses per day effects.

For preexisting creatures, you could assign 10s to typical examples of most types (humanoids, animals, magical beasts, undead, constructs, etc), and higher scores to say, dragons, fey, outsiders, and such. With such a system, I could probably see humans and halflings gaining a positive racial modifier to their Luck scores.

Next campaign I run, I'm probably going to include something along these lines.
 

In my homebrew system I had divided Dexterity (hand-eye coordination and manual skills) from Agility (whole body flexibility and balance) as well as adding a Perception ability (so I had 8 rather than 6) but if I had to choose one for DnD then it would be Perception

My system also had derived stats in Stamina (average Strength + Constitution) and Sanity (average Wisdom+Perception) which replaced most saves including a damage save. Movement was also a skill and this was used rather than a reflex save.

Of course once 3e came out I stopped working on my homebrew...
 

I'd add some sort of 'Magical Talent' ability, so spellcasters can be powerful without being extremely wise/smart/charismatic. Particularly for campaigns where all or most of the PCs are spellcasters.

Geoff.
 

Yeah. I guess it depends whether magic is seen as part of, or as an extension of, mundane reality and abilities thereof, or instead seen as an entirely distinct phenomenon.

But anyway, in the second instance, I agree - Psi, Magical Talent. . . something like that.

Just Appearance, otherwise. And maybe some renaming and reshuffling, so that Perception is in there somewhere.
 


A new stat.

Hmm.

I wouldn't.

I like the ideas of Perception, Luck, Agility, etc., but overall I am not so unhappy with the basic six stats that I would introduce something new.

This is not to say I haven't done some design/tinkering, but all such efforts have led me to the personal conclusion that the gain to be had is not worth the additional work on keeping players updated with yet another rule change(s), the additional tracking, character sheet changes, skill-stat changes.
 



I would add Comliness. I never have liked how appearance was considered part of a person's strength of personality.

It is possible to be beautiful and have no personality, and it is possible to be both ugly and well-liked. Examples: Paris Hilton and Joseph Merrick, respectively. The way a person looks should have no more bearing on the game than the clothes they are wearing.
 

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