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<blockquote data-quote="Chaosmancer" data-source="post: 9328334" data-attributes="member: 6801228"><p>Agreed. </p><p></p><p>The only problem with it as a solution, is that magical classes get access to the same skill system, but I often... well... I cheat a little bit. I'll make sure to tell the fighter or barbarian about what physical capabilities their numbers translate to, but I won't tell the wizard or the druid. I'll let them do it if they ask, but so far... none of them do. </p><p></p><p>This is why I'm so convinced of the power of placing these things where players can see them. Because just telling the player "you know, you are strong enough to shatter a table with a single punch" immediately gets them thinking on how to use that strength, while a caster with almost the same strength never puts it together (unless they have the exact same strength) </p><p></p><p>And, to put my money where my mouth is... some rules I've implemented.</p><p></p><p>[SPOILER="Lifting and pulling"]</p><p><u>First number is minimum lift</u></p><p>Strength score^X determined by size.</p><ul> <li data-xf-list-type="ul">Tiny^1</li> <li data-xf-list-type="ul">Small^1.5</li> <li data-xf-list-type="ul">Medium ^2</li> <li data-xf-list-type="ul">Large^2.5</li> <li data-xf-list-type="ul">Huge^3</li> <li data-xf-list-type="ul">Gargantuan^3.5</li> </ul><p>Second number is maximum lift/push/drag, First score x 2</p><p></p><p><u>Lifting More</u></p><p>You may attempt to Lift/Push/Drag more with the following Athletics rolls</p><p>DC 15 = Maximum Lift/Push/Drag x 1.25</p><p>DC 20 = Maximum Lift/Push/Drag x 1.50</p><p>DC 25 = Maximum Lift/Push/Drag x 2.00</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Pushing yourself (designed to deal with kiting and everyone having the same speed)"]</p><p><strong>This was very vague, as it was come up with on the fly, and I haven't st down and crunched numbers</strong></p><p></p><p>As a free action (meaning it costs nothing from your round) you can roll an Athletics check using Strength or Dex. </p><p></p><p>DC 15 = you can move an additional 5 ft. </p><p>With every 5 points of DC increasing the distance by 5ft</p><p>If you are using your action to Dash, double those feet.</p><p></p><p>You get a number of "charges" during a fight or scene equal to your Con modifier for "free". After that, using this might result in exhaustion or maybe even hp loss. </p><p></p><p>Also, this is not without risk. If your total result is between 10 and 15, you waste it. </p><p>If what you roll on the die is a 1, 2 or 3 or your total result is less than 10 you gain a level of exhaustion, maybe hp loss.</p><p>[/SPOILER]</p><p></p><p>I looked for jumping rules, but can't find them right now.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9328334, member: 6801228"] Agreed. The only problem with it as a solution, is that magical classes get access to the same skill system, but I often... well... I cheat a little bit. I'll make sure to tell the fighter or barbarian about what physical capabilities their numbers translate to, but I won't tell the wizard or the druid. I'll let them do it if they ask, but so far... none of them do. This is why I'm so convinced of the power of placing these things where players can see them. Because just telling the player "you know, you are strong enough to shatter a table with a single punch" immediately gets them thinking on how to use that strength, while a caster with almost the same strength never puts it together (unless they have the exact same strength) And, to put my money where my mouth is... some rules I've implemented. [SPOILER="Lifting and pulling"] [U]First number is minimum lift[/U] Strength score^X determined by size. [LIST] [*]Tiny^1 [*]Small^1.5 [*]Medium ^2 [*]Large^2.5 [*]Huge^3 [*]Gargantuan^3.5 [/LIST] Second number is maximum lift/push/drag, First score x 2 [U]Lifting More[/U] You may attempt to Lift/Push/Drag more with the following Athletics rolls DC 15 = Maximum Lift/Push/Drag x 1.25 DC 20 = Maximum Lift/Push/Drag x 1.50 DC 25 = Maximum Lift/Push/Drag x 2.00 [/SPOILER] [SPOILER="Pushing yourself (designed to deal with kiting and everyone having the same speed)"] [B]This was very vague, as it was come up with on the fly, and I haven't st down and crunched numbers[/B] As a free action (meaning it costs nothing from your round) you can roll an Athletics check using Strength or Dex. DC 15 = you can move an additional 5 ft. With every 5 points of DC increasing the distance by 5ft If you are using your action to Dash, double those feet. You get a number of "charges" during a fight or scene equal to your Con modifier for "free". After that, using this might result in exhaustion or maybe even hp loss. Also, this is not without risk. If your total result is between 10 and 15, you waste it. If what you roll on the die is a 1, 2 or 3 or your total result is less than 10 you gain a level of exhaustion, maybe hp loss. [/SPOILER] I looked for jumping rules, but can't find them right now. [/QUOTE]
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