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General Tabletop Discussion
*TTRPGs General
'Realistic' Arrangement of Ability Scores
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<blockquote data-quote="Humanophile" data-source="post: 1606214" data-attributes="member: 1049"><p>Chiming in from an odd angle;</p><p></p><p>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;</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 1606214, member: 1049"] 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. [/QUOTE]
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