D&D General If you had to split up Dexterity...


log in or register to remove this ad

Tonguez

A suffusion of yellow
Agility = Acrobatics, Balance, Poise, Dodge (Combat bonus)
Dexterity = Coordination, 'sleight of hand' (Precision?), Accuracy (Range Attck)
Athletics (Dex+Str) = Climb, Swim, Run etc, Grapple bonus
Con and Str merge as 'Brawn' used for Damage and Muscle Power checks
 

billd91

Not your screen monkey (he/him)
This seems to be looking for a level of nuance that I don't need from attribute stats. However, if you were to simplify a skills system into stats then it might be more important. I can play along in that case.

Agility:
Quickness
limber
Reactive

Adroitness:
Slight of hand
Skillfulness
Adeptness

Agility for physical stuff, and adroitness for skill stuff. Not perfect but seems to separate things nicely.
This roughly matches how Mutants and Masterminds 3e broke them out - Agility and Dexterity (as in hand-eye coordination). They also broke Strength out into Strength/Fighting to separate brute strength from ability to land a blow in melee. That's a bit more on-point for a superhero game, but the breakout of the two big combat stats seems to work pretty well.

Agility
Acrobatics
Armor Class
Saving throw
Initiative
Stealth

Dexterity
Disable Device
Sleight of Hand
To Hit Ranged (and melee if finesse)

Edit: Fairly importantly, the big offensive (attack roll) and defensive applications (AC, saves) don't sit with the same stat.
 


Dexterity annoys me sometimes. Outside of D&D - Why would the quickest draw be the most accurate shot? Why should the surgeon with great hands be a great acrobat? etc... For example, 2e for Skills and Powers split Dexterity into Aim and Balance.

If you had to split Dexterity into two substats, how would you break these up in terms of theme cohesiveness (not necessarily usefulness balance)?

I'd probably break it down into Grace (general motor control, balance, coordination) and Reflexes (reaction speed etc.) Several of the categories I would consider being covered under Strength in 5th and other editions as well.

Grace
To Hit Missile
Sleight of Hand
Stealth
Disable Device (Generally Intelligence however.)
Escape Artist (Or Str - in 5e, contortion and such is Str-based.)

Reflexes
Armor Class
Dodge
Initiative
Movement Rate
Parry (or purely skill based.)

Strength
Acrobatics (combine with Athletics)
To Hit Melee
Movement Rate
Climb Walls
Parry (or purely skill based.)
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Precision: Ranged attack stats, Investigation, sleight of hands, crafting
Agility: (Initiative, AC, saving throw)

Str: Athletics, acrobatics
Con: (saving throw)

Acuity: Lore, Perception, Insight, Bluff
Willpower: (saving throw)
 
Last edited:

payn

He'll flip ya...Flip ya for real...
This roughly matches how Mutants and Masterminds 3e broke them out - Agility and Dexterity (as in hand-eye coordination). They also broke Strength out into Strength/Fighting to separate brute strength from ability to land a blow in melee. That's a bit more on-point for a superhero game, but the breakout of the two big combat stats seems to work pretty well.

Agility
Acrobatics
Armor Class
Saving throw
Initiative
Stealth

Dexterity
Disable Device
Sleight of Hand
To Hit Ranged (and melee if finesse)

Edit: Fairly importantly, the big offensive (attack roll) and defensive applications (AC, saves) don't sit with the same stat.
Yeap, whatever the name play, most folks seem to separate physical from skill in this exercise. Which is kind of why I was thinking let the skill system carry this weight but folks might want to old school and ditch skill systems.
 


Minigiant

Legend
Supporter
WARNING MY IDEA IS WEIRD

I like 4 physical stats and 4 mental stats. But I consider Perception and Senses as Physical

  • STRENGTH
    • Skills: Athletics, Weight Lifting
    • Attacking: Default to hit for Melee Weapon, Optional to hit for Heavy Thrown weapons
    • Defense: AC bonus when blocking with shield or great weapon
    • Carrying Capacity
  • DEXTERITY
    • Skills: Acrobatics, Stealth, Sleight of Hand
    • Attack: Default to hit for Thrown Weapon, Optional to hit for Finesse Weapons
    • Defense: AC bonus when Parrying
  • AWARENESS
    • Skills: Animal Handling, Perception
    • Attack: Default for to hit Ranged Weapon
    • Defense: AC bonus in light or medium armor
    • Intiative
  • CONSTITUTION
    • Skills: Endurance
    • Attack: Default for Blood magic and Taint magic
    • Defense: AC bonus in heavy armor
    • Hit Points
 

CleverNickName

Limit Break Dancing
If it were up to me, I'd split them thusly:

Strength:
Climb
To Hit (Melee)
To Hit (Thrown)
Damage (Thrown)

Dexterity:
Acrobatics
Armor Class (only when using the Dodge action)
Escape Artist
Sleight of Hand
Stealth
To Hit (Projectile)

Intelligence:
Disable Device
Initiative (quick thinking)

Not tied to any ability:
Armor Class (comes from armor)
Dodge (combat action, lets you add your Dex bonus if any to your AC)
Movement Rate
Parry (combat action)
 
Last edited:

Remove ads

Top