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General Tabletop Discussion
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With Only 4 Ability Scores, How Would You Handle Spellcasting Abilities (+)
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<blockquote data-quote="Yaarel" data-source="post: 9317596" data-attributes="member: 58172"><p>I am a big fan for the Four Abilities. I prefer to call them "Aptitudes", as these are groups of things that a character will tend to be good at even without training.</p><p></p><p>From a bottom-up approach, looking at what players actually do during a typical gaming session, thus what the aptitudes NEED to be, there are actually Eight Aptitudes. But they pair well into Four.</p><p></p><p><strong>Strength</strong> (Brute Force + Health)</p><p><strong>Dexterity</strong> (Precision + Mobility)</p><p><strong>Charisma</strong> (Sociability + Willpower)</p><p><strong>Intelligence</strong> (Knowledge + Perception)</p><p></p><p>Notice, these Four Aptitudes equal the saving throws "Fortitude, Reflex, Will," plus "Perception". Perception is a saving throw versus hiddenness and other challenges involving the physical senses. But it expands to include tests of comprehension, such as versus illusion.</p><p></p><p>The Aptitudes are in the order of the most obvious to others, Strength (size and toughness), to least, Intelligence (which requires listening to things said and getting to know the person).</p><p></p><p></p><p><strong>Str</strong></p><p>This definition of "Strength" is generally the same thing as Size, but there can be exceptions. Brute Force includes kicking doors open and other demonstrations of physical strength. Moreover, Brute grants a bonus to a "Weightlifting" skill that determines Carrying, Lifting, Push and Pull.</p><p></p><p><strong>Dex</strong></p><p>Precision includes anything that requires a steady hand, including missile weapons, or any cautious sensitive motion, including Stealth.</p><p></p><p>Mobility is all forms of agility − including running, jumping, falling, climbing, balancing, tumbling, etcetera. It is also where the "dodging" AC bonus comes from. One might not be strong enough to carry heavy loads, but is strong enough to move oneself well.</p><p></p><p><strong>Cha</strong></p><p>Sociability is social skills, including persuasion and charm, and intimidation and frighten, plus empathy and reading people.</p><p></p><p>Willpower is self-awareness, mental health, morale, and perseverance.</p><p></p><p><strong>Int</strong></p><p>Knowledge is knowing something by any means, including intuition, as well as memory, analysis, logic, education, research, etcetera. Knowledge doesnt include emotional intelligence or reading people.</p><p></p><p>Perception is the physical senses − see, hear, touch, smell, and taste − the ability to detect faint stimuli, and paying attentions to ones surroundings generally. Perception cannot identify something unfamiliar, which would be a Knowledge check. But it can supply a sensory detail of patterns that are seen or heard, etcetera.</p><p></p><p></p><p>There are eight aspects pairing into Four Aptitudes.</p><p></p><p>With regard to the mage classes:</p><p></p><p>Bard: Charisma (Sociability for artistic appeal, and Willpower for self expression)</p><p>Cleric: Charisma (!) (Sociability for leadership and rapport with a spiritual community)</p><p>Druid: Intelligence (!) (Knowledge to comprehend nature and intuit processes, and Perception for animal senses)</p><p>Wizard: Intelligence (Knowledge to comprehend and intuit)</p><p></p><p>Warlock and Sorcerer are all over the place. Their Aptitudes depend on deciding on a salient concept. Sorcerer can be Strength in the sense of ones own body is magical device, but the Warlock can too in the sense of an otherworldly witchlike toughness.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9317596, member: 58172"] I am a big fan for the Four Abilities. I prefer to call them "Aptitudes", as these are groups of things that a character will tend to be good at even without training. From a bottom-up approach, looking at what players actually do during a typical gaming session, thus what the aptitudes NEED to be, there are actually Eight Aptitudes. But they pair well into Four. [B]Strength[/B] (Brute Force + Health) [B]Dexterity[/B] (Precision + Mobility) [B]Charisma[/B] (Sociability + Willpower) [B]Intelligence[/B] (Knowledge + Perception) Notice, these Four Aptitudes equal the saving throws "Fortitude, Reflex, Will," plus "Perception". Perception is a saving throw versus hiddenness and other challenges involving the physical senses. But it expands to include tests of comprehension, such as versus illusion. The Aptitudes are in the order of the most obvious to others, Strength (size and toughness), to least, Intelligence (which requires listening to things said and getting to know the person). [B]Str[/B] This definition of "Strength" is generally the same thing as Size, but there can be exceptions. Brute Force includes kicking doors open and other demonstrations of physical strength. Moreover, Brute grants a bonus to a "Weightlifting" skill that determines Carrying, Lifting, Push and Pull. [B]Dex[/B] Precision includes anything that requires a steady hand, including missile weapons, or any cautious sensitive motion, including Stealth. Mobility is all forms of agility − including running, jumping, falling, climbing, balancing, tumbling, etcetera. It is also where the "dodging" AC bonus comes from. One might not be strong enough to carry heavy loads, but is strong enough to move oneself well. [B]Cha[/B] Sociability is social skills, including persuasion and charm, and intimidation and frighten, plus empathy and reading people. Willpower is self-awareness, mental health, morale, and perseverance. [B]Int[/B] Knowledge is knowing something by any means, including intuition, as well as memory, analysis, logic, education, research, etcetera. Knowledge doesnt include emotional intelligence or reading people. Perception is the physical senses − see, hear, touch, smell, and taste − the ability to detect faint stimuli, and paying attentions to ones surroundings generally. Perception cannot identify something unfamiliar, which would be a Knowledge check. But it can supply a sensory detail of patterns that are seen or heard, etcetera. There are eight aspects pairing into Four Aptitudes. With regard to the mage classes: Bard: Charisma (Sociability for artistic appeal, and Willpower for self expression) Cleric: Charisma (!) (Sociability for leadership and rapport with a spiritual community) Druid: Intelligence (!) (Knowledge to comprehend nature and intuit processes, and Perception for animal senses) Wizard: Intelligence (Knowledge to comprehend and intuit) Warlock and Sorcerer are all over the place. Their Aptitudes depend on deciding on a salient concept. Sorcerer can be Strength in the sense of ones own body is magical device, but the Warlock can too in the sense of an otherworldly witchlike toughness. [/QUOTE]
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