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General Tabletop Discussion
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Ways of players getting Ability Scores - I require some help!
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<blockquote data-quote="Thondor" data-source="post: 9316758" data-attributes="member: 31955"><p><strong>Hot take: </strong></p><p>Unless you plan to have your system uses ability checks where you roll under their value (i.e. make a dex check -- Frank the Fighters dex is 12 -- he roles 3d6 or a d20 and hopes to get 12 or under) don't have attributes like this. Have a -2 to +3. </p><p>Got six stats? Give them 6 points to distribute as desired. Or they can pick an array.</p><p></p><p><strong>Something Really different: </strong></p><p>Make a pack of cards. These are perks. Make up a bunch. Give each player 2 or 3. They can use them for a bonus or to succeed at a challenge. Using them spends them though, and they don't get em back until . . . (the end of the adventure, or a certain amount of downtime in safety.)</p><p>You don't have any attributes, other than these. You are a average normal person otherwise.</p><p> </p><p>perks could be things like: </p><p>resilient -- ignore one debilitating injury. (You are still injured, but you power through.)</p><p>strong -- carry, lift or break something that no one else can</p><p>alert -- notice a danger that everyone else missed</p><p>survivalist -- you find food or water, that no one else noticed at a critical time (we can totally eat those cat-tails) </p><p>scientist -- use obscure knowledge or careful experimentation to solve a technical problem</p><p></p><p>In certain circumstances just having something in your possession could be a perk.</p><p></p><p>Why would this be good -- spending perks has the feel of carefully rationing and using of diminishing resources. This may be a good match for your goal of</p></blockquote><p></p>
[QUOTE="Thondor, post: 9316758, member: 31955"] [B]Hot take: [/B] Unless you plan to have your system uses ability checks where you roll under their value (i.e. make a dex check -- Frank the Fighters dex is 12 -- he roles 3d6 or a d20 and hopes to get 12 or under) don't have attributes like this. Have a -2 to +3. Got six stats? Give them 6 points to distribute as desired. Or they can pick an array. [B]Something Really different: [/B] Make a pack of cards. These are perks. Make up a bunch. Give each player 2 or 3. They can use them for a bonus or to succeed at a challenge. Using them spends them though, and they don't get em back until . . . (the end of the adventure, or a certain amount of downtime in safety.) You don't have any attributes, other than these. You are a average normal person otherwise. perks could be things like: resilient -- ignore one debilitating injury. (You are still injured, but you power through.) strong -- carry, lift or break something that no one else can alert -- notice a danger that everyone else missed survivalist -- you find food or water, that no one else noticed at a critical time (we can totally eat those cat-tails) scientist -- use obscure knowledge or careful experimentation to solve a technical problem In certain circumstances just having something in your possession could be a perk. Why would this be good -- spending perks has the feel of carefully rationing and using of diminishing resources. This may be a good match for your goal of [/QUOTE]
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