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Variant Ability scores and mods in 5e: B/X or AD&D 2e
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8516602" data-attributes="member: 6871653"><p>Here's a test:</p><p></p><p>Strength</p><p></p><p>Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.</p><p></p><p>Strength Modifiers</p><p>STR __________Melee/Thrown to hit_________Melee damage bonus</p><p>3 ________________ –3 ___________________________-5</p><p>4–5_______________ –2 ___________________________-2</p><p>6–8_______________ –1 ____________________________-1</p><p>9–12_____________ None_________________________+1</p><p>13–15_______________+1_________________________ +1</p><p>16–17_______________ +1_______________+2</p><p>18_______________ +2 _______________+3</p><p>19_______________+3_______________+5</p><p>20* _______________ +4_______________+5</p><p>*+1 to hit in melee or thrown weapon for every 2 STR points beyond 20.</p><p>*+1 to melee damage for every STR point beyond 20.</p><p></p><p><strong>Strength Skills Proficiencies: </strong></p><p></p><p><em>Athletics</em>. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming..</p><p></p><p><em>Feat of Strength</em>. Your Strength (Feat of Strength) indicates the character's aptitude to force open a heavy or stuck door, to bend normal iron bars, lift a vertical gate), or perform a similar feat of enormous strength.</p><p></p><p></p><p><strong>Other uses:</strong></p><p></p><p><em>Attack Rolls and Damage</em>. You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. Specially crafted bows can also add your Strength bonus to their damage roll.</p><p></p><p><em>Carrying Capacity</em>. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. If you carry weight in excess of half your carrying capacity, you are encumbered, which means your speed drops by 10 feet.</p><p></p><p>If you carry weight over your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.</p><p></p><p><em>Push, Drag, or Lift</em>. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Trying to exceed these weight limits might require a Strength (Feat of Strength) against a DC decided by the DM.</p><p></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px">Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Small creature, halve these weights. These weights are a quarter of their value for Tiny creatures.</span></li> </ul><p></p><p><em>Equipment Proficiency</em>. Armors and weapons have a minimum Strength requirement for you to be able to use them without constraints.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8516602, member: 6871653"] Here's a test: Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Modifiers STR __________Melee/Thrown to hit_________Melee damage bonus 3 ________________ –3 ___________________________-5 4–5_______________ –2 ___________________________-2 6–8_______________ –1 ____________________________-1 9–12_____________ None_________________________+1 13–15_______________+1_________________________ +1 16–17_______________ +1_______________+2 18_______________ +2 _______________+3 19_______________+3_______________+5 20* _______________ +4_______________+5 *+1 to hit in melee or thrown weapon for every 2 STR points beyond 20. *+1 to melee damage for every STR point beyond 20. [B]Strength Skills Proficiencies: [/B] [I]Athletics[/I]. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.. [I]Feat of Strength[/I]. Your Strength (Feat of Strength) indicates the character's aptitude to force open a heavy or stuck door, to bend normal iron bars, lift a vertical gate), or perform a similar feat of enormous strength. [B]Other uses:[/B] [I]Attack Rolls and Damage[/I]. You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. Specially crafted bows can also add your Strength bonus to their damage roll. [I]Carrying Capacity[/I]. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. If you carry weight in excess of half your carrying capacity, you are encumbered, which means your speed drops by 10 feet. If you carry weight over your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. [I]Push, Drag, or Lift[/I]. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Trying to exceed these weight limits might require a Strength (Feat of Strength) against a DC decided by the DM. [LIST] [*][SIZE=3]Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Small creature, halve these weights. These weights are a quarter of their value for Tiny creatures.[/SIZE] [/LIST] [I]Equipment Proficiency[/I]. Armors and weapons have a minimum Strength requirement for you to be able to use them without constraints. [/QUOTE]
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