Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
With Only 4 Ability Scores, How Would You Handle Spellcasting Abilities (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 9314943" data-attributes="member: 72555"><p>Definitely not these 4.</p><p></p><p>Might</p><p>Dexterity</p><p>Savvy</p><p>for sure. But Charisma wouldn't be just Charisma. It would include Luck and Willpower and Fate.</p><p></p><p>I'd rename Charisma as such:</p><p></p><p>Might: Strength, Endurance, Toughness</p><p>Dexterity: Agility, Adeptness, Reflexes</p><p>Savvy: Knowledge, Intuition, Perception</p><p>Fortune: Charisma, Willpower, Luck</p><p></p><p>The next thing I'd try to do is think about melee combat.</p><p></p><p>Knowing what the opponent is about to do is Savvy.</p><p>The Power of your response is limited by Might.</p><p>Precision and Speed of the response is Dexterity.</p><p>Luck lets you deal with failure without it being ruinous.</p><p></p><p>For spellcasting:</p><p>Using magic is physically draining (might)</p><p>Magic requires precise gestures (dexterity)</p><p>Manipulating the magical recipe in real time is mentally difficult (savvy)</p><p>Keeping it all together requires mental fortitude (fortune)</p><p></p><p>A game system that moved away from HP attrition, and towards positional advantage and coups, might be interesting. Your turn would consist of either improving your position relative to a foe, and/or attempting a finishing blow; it being deadly combat, you'd almost always be trying to connect with a finishing blow, but realistically you'd expect it to be defended. At the same time, mooks (relative to your skill level) are dropped by your initial attack, while a skilled foe is just put at disadvantage from an initial attack.</p><p></p><p>The same could be made true about magic. Most non-mooks don't get defeated in your opening volley.</p><p></p><p>...</p><p></p><p>I sort of like a setup and execute mechanic.</p><p></p><p>Your turn is then split between Setting up a new gambit, Executing a finished gambit, and Responding to enemy gambits.</p><p></p><p>Spells might work the same way.</p><p></p><p>You start to cast a spell. This requires a dexterity check (get the gestures right), and causes fatigue damage (might).</p><p></p><p>The spell needs to be modified to deal with new circumstances - a savvy check.</p><p>You are distracted while casting - a fortune check.</p><p></p><p>You execute the spell. A savvy check to do final tweaks. And your willpower (fortune) modifies the size of the effect.</p><p></p><p>The spell can now act like an independent gambit. Each creature under its effect needs to respond to it.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9314943, member: 72555"] Definitely not these 4. Might Dexterity Savvy for sure. But Charisma wouldn't be just Charisma. It would include Luck and Willpower and Fate. I'd rename Charisma as such: Might: Strength, Endurance, Toughness Dexterity: Agility, Adeptness, Reflexes Savvy: Knowledge, Intuition, Perception Fortune: Charisma, Willpower, Luck The next thing I'd try to do is think about melee combat. Knowing what the opponent is about to do is Savvy. The Power of your response is limited by Might. Precision and Speed of the response is Dexterity. Luck lets you deal with failure without it being ruinous. For spellcasting: Using magic is physically draining (might) Magic requires precise gestures (dexterity) Manipulating the magical recipe in real time is mentally difficult (savvy) Keeping it all together requires mental fortitude (fortune) A game system that moved away from HP attrition, and towards positional advantage and coups, might be interesting. Your turn would consist of either improving your position relative to a foe, and/or attempting a finishing blow; it being deadly combat, you'd almost always be trying to connect with a finishing blow, but realistically you'd expect it to be defended. At the same time, mooks (relative to your skill level) are dropped by your initial attack, while a skilled foe is just put at disadvantage from an initial attack. The same could be made true about magic. Most non-mooks don't get defeated in your opening volley. ... I sort of like a setup and execute mechanic. Your turn is then split between Setting up a new gambit, Executing a finished gambit, and Responding to enemy gambits. Spells might work the same way. You start to cast a spell. This requires a dexterity check (get the gestures right), and causes fatigue damage (might). The spell needs to be modified to deal with new circumstances - a savvy check. You are distracted while casting - a fortune check. You execute the spell. A savvy check to do final tweaks. And your willpower (fortune) modifies the size of the effect. The spell can now act like an independent gambit. Each creature under its effect needs to respond to it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
With Only 4 Ability Scores, How Would You Handle Spellcasting Abilities (+)
Top