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Survey of non d20 Abilities and Score Generation
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<blockquote data-quote="SteelDraco" data-source="post: 3689926" data-attributes="member: 359"><p>Old-School Deadlands - Generated by 12 draws, discard two, from a 54-card poker deck, resulting a range from 1d4 (Deuce of Clubs) to 5d12 (both jokers in a row). A Joker is a special card, and the suit of the next card drawn indicates the number of d12s you have in that trait. Jokers in the stat draw also indicate an unusual character trait.</p><p>Physical: Strength, Vigor, Deftness, Quickness, Nimbleness</p><p>Mental: Cognition, Spirit, Smarts, Knowledge, Mien</p><p></p><p>I loved generating stats this way. Deadlands is a fun system, and the use of poker cards throughout helps to bring the feel together, IMO. I don't think I'd want to play Deadlands with a different stat generation system, even if it isn't always the most equitable.</p><p></p><p>Fading Suns: Six primary stats, and six opposed stats, ranging from 1-10 for normal humans. Usually bought with points or determined through background choices.</p><p>Strength, Dexterity, Endurance, Wits, Perception, and Tech are the normal stats.</p><p>Faith/Ego, Introvert/Extrovert, and Passion/Calm are the opposed stats. Opposed stats can't add to a total of more than 10. One is primary in each person, and starts higher than the other.</p><p></p><p>Opposed stats are a great idea. Love 'em. They really help get a quick handle on a character's personality at a glance, what drives them.</p><p></p><p>GURPS</p><p>Strength, Intelligence, Dexterity, and Health (ST, IQ, DX, HT), all purchased with the omnipresent character build points. I don't like GURPS stats. Maybe the new edition has changed things for the better, but I never felt like they were very balanced between each other. There are very few skills based on ST or HT, and GURPS is the quintessential skill-based system.</p><p></p><p>Blue Planet (going for obscure here, but I had it on my shelf, so I thought I'd answer. I barely remember how this game plays, and I don't remember being too fond of it. Great setting, though.) Stats range from 0 to 100 for humans, though genetically modified humans or killer whales (it's an odd little game) can have very different stats.</p><p>Mental: Awareness (further split into Chemical, Intuition, Touch, Vision, and Hearing), Charisma, Education, Experience, Initiative, Intellect, Will</p><p>Physical: Agility, Appearance, Constitution, Dexterity, Endurance, Speed, Strength</p><p></p><p>Alternity had character points with your normal D&D stats, slightly renamed. Strength, Dexterity, Endurance, Intellect, Will, and Personality, as I recall.</p><p></p><p>That seems to be all the games I have on hand that haven't already been mentioned.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 3689926, member: 359"] Old-School Deadlands - Generated by 12 draws, discard two, from a 54-card poker deck, resulting a range from 1d4 (Deuce of Clubs) to 5d12 (both jokers in a row). A Joker is a special card, and the suit of the next card drawn indicates the number of d12s you have in that trait. Jokers in the stat draw also indicate an unusual character trait. Physical: Strength, Vigor, Deftness, Quickness, Nimbleness Mental: Cognition, Spirit, Smarts, Knowledge, Mien I loved generating stats this way. Deadlands is a fun system, and the use of poker cards throughout helps to bring the feel together, IMO. I don't think I'd want to play Deadlands with a different stat generation system, even if it isn't always the most equitable. Fading Suns: Six primary stats, and six opposed stats, ranging from 1-10 for normal humans. Usually bought with points or determined through background choices. Strength, Dexterity, Endurance, Wits, Perception, and Tech are the normal stats. Faith/Ego, Introvert/Extrovert, and Passion/Calm are the opposed stats. Opposed stats can't add to a total of more than 10. One is primary in each person, and starts higher than the other. Opposed stats are a great idea. Love 'em. They really help get a quick handle on a character's personality at a glance, what drives them. GURPS Strength, Intelligence, Dexterity, and Health (ST, IQ, DX, HT), all purchased with the omnipresent character build points. I don't like GURPS stats. Maybe the new edition has changed things for the better, but I never felt like they were very balanced between each other. There are very few skills based on ST or HT, and GURPS is the quintessential skill-based system. Blue Planet (going for obscure here, but I had it on my shelf, so I thought I'd answer. I barely remember how this game plays, and I don't remember being too fond of it. Great setting, though.) Stats range from 0 to 100 for humans, though genetically modified humans or killer whales (it's an odd little game) can have very different stats. Mental: Awareness (further split into Chemical, Intuition, Touch, Vision, and Hearing), Charisma, Education, Experience, Initiative, Intellect, Will Physical: Agility, Appearance, Constitution, Dexterity, Endurance, Speed, Strength Alternity had character points with your normal D&D stats, slightly renamed. Strength, Dexterity, Endurance, Intellect, Will, and Personality, as I recall. That seems to be all the games I have on hand that haven't already been mentioned. [/QUOTE]
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