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The issue of super strength
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<blockquote data-quote="CreatorOfWorlds" data-source="post: 373574" data-attributes="member: 7616"><p>Of course, if you REALLY wanted to boil it down to a matter of what's what, using 12 scores as such, then you could start with the basic 6 and tree it off from there.</p><p></p><p>But if I were to do it that way, I'd only roll 3d6 to get those, and add the modifier from those to both of that ability's branching scores.</p><p></p><p>Example: You roll 3d6 for Dexterity and you get an 8. You then MUST add a -1 modifier to both of Dexterity's subabilities. In this case, I'll call them Coordination and Agility. But for those, you roll 4d6 regularly (subtracting the lowest die), then apply the -1 modifier to both of them.</p><p></p><p>Now, if I were to use 12 ability scores as the norm for determining a character's attributes, then I'd also (every 4 levels when a point is awarded to characters to add to any one ability) give the players an additional point to distribute.</p><p></p><p>Here's a list of (if I were doing it this way) the six major abilities, and their subabilities (and what the subabilities govern).</p><p></p><p>STRENGTH </p><p> Power - raw damage inflicted for impact</p><p> Lift - determined for carrying capacity and maximum press</p><p>DEXTERITY</p><p> Coordination - for success or failure of attacks</p><p> Agility - for ease of movement in all things</p><p>CONSTITUTION</p><p> Endurance - for prolonging strained activity (adds to HP)</p><p> Health - physical condition, ability to shrug off sickness</p><p>INTELLIGENCE</p><p> Education - determines value of study retained, including magic</p><p> Brilliance - determines the raw uneducated potential</p><p>WISDOM</p><p> Faith - useful for all things devine and diety related</p><p> Experience - applies to all practical and hands-on knowledge</p><p>CHARISMA</p><p> Charm - ability to persuade others to other ways of thinking</p><p> Comeliness - physical beauty and attractiveness</p><p></p><p>Of course, the way I'd be handling that little "Experience" and "Brilliance" stat, if I were a game creator... I'd give the players 1 point to add to the Experience ability at 1st level, and then every level after that, give them an additional 1 point to add. The reason for this is that I'd directly tie the "Experience" stat with how much additional experience was gained when an XP award was given out.</p><p></p><p>I'd take the Experience modifier and multiply it by the Brilliance modifier, and what was left over would be the percentage increase of each XP award the character was given. </p><p></p><p>For example, if a character with a Brilliance of 15 and an Experience of 14 was awarded 915xp. The actual ammount he would get would be 951xp. (Both 15 and 14 are a +2 modifier. 2x2=4. Four percent of 915 is 36.6 (round down). 915+36=951xp).</p><p></p><p>But that's just me, based on the 12 score system. I probably won't use this system, as it seems like quite a hassle.</p><p></p><p>DJ</p></blockquote><p></p>
[QUOTE="CreatorOfWorlds, post: 373574, member: 7616"] Of course, if you REALLY wanted to boil it down to a matter of what's what, using 12 scores as such, then you could start with the basic 6 and tree it off from there. But if I were to do it that way, I'd only roll 3d6 to get those, and add the modifier from those to both of that ability's branching scores. Example: You roll 3d6 for Dexterity and you get an 8. You then MUST add a -1 modifier to both of Dexterity's subabilities. In this case, I'll call them Coordination and Agility. But for those, you roll 4d6 regularly (subtracting the lowest die), then apply the -1 modifier to both of them. Now, if I were to use 12 ability scores as the norm for determining a character's attributes, then I'd also (every 4 levels when a point is awarded to characters to add to any one ability) give the players an additional point to distribute. Here's a list of (if I were doing it this way) the six major abilities, and their subabilities (and what the subabilities govern). STRENGTH Power - raw damage inflicted for impact Lift - determined for carrying capacity and maximum press DEXTERITY Coordination - for success or failure of attacks Agility - for ease of movement in all things CONSTITUTION Endurance - for prolonging strained activity (adds to HP) Health - physical condition, ability to shrug off sickness INTELLIGENCE Education - determines value of study retained, including magic Brilliance - determines the raw uneducated potential WISDOM Faith - useful for all things devine and diety related Experience - applies to all practical and hands-on knowledge CHARISMA Charm - ability to persuade others to other ways of thinking Comeliness - physical beauty and attractiveness Of course, the way I'd be handling that little "Experience" and "Brilliance" stat, if I were a game creator... I'd give the players 1 point to add to the Experience ability at 1st level, and then every level after that, give them an additional 1 point to add. The reason for this is that I'd directly tie the "Experience" stat with how much additional experience was gained when an XP award was given out. I'd take the Experience modifier and multiply it by the Brilliance modifier, and what was left over would be the percentage increase of each XP award the character was given. For example, if a character with a Brilliance of 15 and an Experience of 14 was awarded 915xp. The actual ammount he would get would be 951xp. (Both 15 and 14 are a +2 modifier. 2x2=4. Four percent of 915 is 36.6 (round down). 915+36=951xp). But that's just me, based on the 12 score system. I probably won't use this system, as it seems like quite a hassle. DJ [/QUOTE]
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