'Realistic' Arrangement of Ability Scores

Chiming in from an odd angle;

I've heard a lot of people disparage Cha-based skills under the umbrella "role-play it", and one could say the same about Int/Wis, puzzles, and the like. So to create a somewhat realistic game that sidesteps these issues;

Combine Str and Con into a general "body" stat. You should allow advantages/feats/whatnot to tinker with general health in certain areas (Great Fortitude being the beginning of such "templating"), but in general the tough guy is tough inside and out, so deviations from this should be smaller and less likely than what S/D/C/I/W/C can do.

Remove Cha and most of Int from the game, letting the player rely on their own abilities. (One could argue against this, but many groups play this way anyways, and this is an alternate look at balancing stats.) Wis is broken into Willpower and Perception stats; Willpower including an element of "psychic" or "soul" for magic abilities, force of personality, as well as resisting mental attacks, and Perception being one's ability to handle high-rate sensory flow as well as simply being aware of one's surroundings.

Dex would be broken down just like Body was built up, into Speed and Deftness. Deftness is general flexibility as well as hand-eye coordination (although the hand-eye part is partially dependant on Perception, too), The problem could be making sure that Deftness doesn't get everything good about Dex, making it the Agility to Speed's Balance. Alternately, keep one stat of Dexterity, and allow minor modifications based on feat/advantage/etc. choices akin to Body. After all, most fantasy characters who are fast also tend to have steady hands, and vice versa. Depends on how you want to play it out.
 

log in or register to remove this ad


Have one stat, called Cool! It determines how cool you are. It handles everything, because if you are cool, you can do it all. If you have a low Cool!, then you are a dork and should be blasted.
 

LostSoul said:
Have one stat, called Cool! It determines how cool you are. It handles everything, because if you are cool, you can do it all. If you have a low Cool!, then you are a dork and should be blasted.

I agree with LostSoul - except that we'll need to add Badass feats to make sure its balanced:P

Actually my homebrew system (which I dumped in favour of D20) had the following Stats

Power (Pow!) -combo Str & Con
Dexteirty - ie Manual 'co-ordination'
Agility
Perception
Intuition
Intelligence
Presence
Stamina
Sanity

I also had once considered a system based on 'Multiple Intelligences'

1 Linguistic
2 Logical/Math
3. Kinesthetic
4. Musical
5. Spatial
6. Interpersonal
7. Intrapersonal
 

Str
Int
Wis
Con
Dex
Chr

3d6 six times in order....

Oops wrong thread. :heh:


if you are hoping to stat realistic abilities you may as well rewrite the whole system. that's what each edition has done. they have been/are intrinsic. since the introduction of Supplement I Greyhawk...even more emphasis was placed on stats.
 


The HERO system has a pretty good breakdown:

Strength
Dexterity
Constitution
Body (size of your body, this number equals your wound points)
Intelligence
Ego
Presence
Comeliness

Other stats such as perception and endurance were derived from these.
Of course, the problem w/ HERO is that dexterity is valued six times
higher than comelieness.

It's a more interesting problem, I think, to come up with a stat breakdown
where all the attributes have roughly equal in-game value. If you start
increasing the number of stats, this becomes more difficult to do.

I like the fact that perception is a skill rather than a stat in D&D--that's
such an important part of the game that players need a way to get better
at it quickly.

--Ben
 

fuindordm said:
The HERO system has a pretty good breakdown:

Strength
Dexterity
Constitution
Body (size of your body, this number equals your wound points)
Intelligence
Ego
Presence
Comeliness
Except that Strength, Constitution, and Body should generally share the same score.
fuindordm said:
Of course, the problem w/ HERO is that dexterity is valued six times higher than comelieness.
Why is that a problem?
 

The theory of multiple intelligences holds that there are eight different kinds of "smart":

Linguistic intelligence ("word smart"):
Logical-mathematical intelligence ("number/reasoning smart")
Spatial intelligence ("picture smart")
Bodily-Kinesthetic intelligence ("body smart")
Musical intelligence ("music smart")
Interpersonal intelligence ("people smart")
Intrapersonal intelligence ("self smart")
Naturalist intelligence ("nature smart")

The theory states that each of these modes of learning and thinking are pretty much independent of the other; if you're good at any one of them, it doesn't really mean that you're going to be good at any other as well. The thing is, many, many skills can be learned through more than one of these learning modes.

http://www.thomasarmstrong.com/multiple_intelligences.htm

I think there's probably a foundation for a "realistic" model of skill acquisition in there somewhere.
 

mmadsen said:
Except that Strength, Constitution, and Body should generally share the same score.
I don't think so. To some degree, yes, but that should also include Agility then, which is surely related to Strength.

But there are parts of these attributes which are independant, altho many are in some way related. For example higher strength should also mean more hit points, while more hit points do not necessarily mean more endurance, which is what a high constitution would be to a degree.

It would need a horribly complex system to catch all the underlying dependancies.

Why is that a problem?
I think he means a problem to translate this to D&D where all stats are valued equal, basically. The different costs work for HERO (and are very reasonable from a game balance perspective), but not really for D&D w/o huge changes to the system.

Bye
Thanee
 

Remove ads

Top