Messing with Ability Scores

n0nym

Explorer
Good morning fellow DMs,

I'm not satisfied with the current division of ability scores and their in-game balance : some ability scores are too important, some others are virtually useless *gamewise* (I don't want roleplay to be the balancing factor).

I wanted to tweak them a little bit for an upcoming campaign and would gladly hear what you think. But first, let me speak of the new ability scores. There are 5 of them : Dexterity, Sturdiness, Wits, Fortitude and Fate.

Dexterity : virtually unchanged except : applies to attack rolls with all weapons (except Heavy), to damage rolls with Ranged and Finesse weapons. Still applies to Initiative, AC, skills.

Sturdiness : compound of Strength and Constitution for saving throws, concentration, etc... Applies to damage rolls with all weapons (except Ranged and Finesse weapons) and to attack rolls with Heavy weapons. Sturdiness score is used for level 1 hit points.

Wits
: compound of Wisdom and Intelligence for saving throws (except Charm and Fear) and most skills. Now applies to Initiative and Deception checks as well.

Fortitude : replaces Charisma for saving throws, Wisdom for Charm and Fear saving throws and maybe Constitution for spells and effects like Finger of Death. Used for Persuade, Intimidate, Perform and some Animal Handling checks. Modifier adds to hit points after level 1.

Fate : used for Death Saving Throws (no proficiency allowed). Gives 1 + modifier "Fate points" (act as Inspiration) each Session or Long Rest (if Gritty Realism is used). Used for "luck" checks (like trying to find a needle in a haystack).


So... Do you think they are balanced this way ? If not, what would you change ?
Do you have other ideas / uses for the Fate attribute ?

Thanks in advance !
 

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Looks fine for your game. I would ask is Fortitude necessary myself? Roll it into Wits and Sturdiness and be done with it ;) Fortitude certainly sounds more physical too. If you really want to keep separate, maybe Will, Will Power, Mental Fortitude, etc. I would use one mental ability for defensive type stuff, and the other for interaction and ingenuity.

I love the idea of a Luck/Fate mechanic. The bonus could even be used as Luck Points just like the feat. Obviously this is if Luck plays a big part in your game. I actually love the idea myself. Those with a Fate penalty grant those rolls to the GM for rolls against them. If rerolls are too much, use them as a bonus you can add to a roll. Whichever way, recharge every long rest. (I might consider this myself).
 

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