Monday, July 9, 2012

Rules: Ability Scores


So, ability scores in Dorms and Dragons were something I wanted to be realistic. I included three methods for ability score generation, but the one I prefer is the tiered point buy system. To remove herculean super hero characters,  I took most point-buy systems advice and create a 15 point build between the six tradition ability scores; STR, DEX, CON, INT, WIS, and CHA. Each score starts at the average of 10 and each point will raise or lower the score. The system is tiered so that every two points, the cost for the new score goes up by 1, like this:

Ability Score          Cost in Points to Buy the Score
        7                                        +4
        8                                        +2
        9                                        +1
       10                                       +0
       11                                        -1
       12                                        -2
       13                                        -3
       14                                        -5
       15                                        -7
       16                                        -10
       17                                        -13
       18                                        -17


With this system, having an 18 in one ability score really hurts your characters chances at being good at much else. Add that to the fact that there really isn't a dump stat, and balance becomes the word of the day.

Strength - (STR) strength is the measure of physical power a character has. It affects a character's ability to hit, their damage output, and the amount of equipment they can carry. 

Strength
Strength
Score
To-Hit Bonus
Damage Bonus
Extra Inventory
3
-4
-4
-7
4-5
-3
-3
-6/-5
6-7
-2
-2
-4/-3
8
-1
-1
-2
9-11
0
0
-1/+0/+1
12-13
+1
+1
+2/3
14-15
+2
+2
+4/5
16-17
+3
+3
+6/7
18
+4
+4
+8


Dexterity- (DEX) dexterity is the measure of a character's agility and coordination. It affects their ability to hit with missile weapons, armor class adjustment for evasion, initiative bonus, their reflex saves, and finesse based skills.

Dexterity
Dexterity
Score
Missile To-Hit
AC/Ref Bonus
Initiative Bonus
3
-4
-4
-3
4-5
-3
-3
-2
6-7
-2
-2
-1
8
-1
-1
+0
9-11
0
0
+0
12-13
+1
+1
+0
14-15
+2
+2
+1
16-17
+3
+3
+2
18
+4
+4
+3

Constitution- (CON) Constitution is a characters endurance and bodily health. A character's constitution modifies their HP gain per level as well as their body saves against poison, paralysis, and disease


Constitution
Constitution Score
HP/Body Save Bonus
3
-4
4-5
-3
6-7
-2
8
-1
9-11
+0
12-13
+1
14-15
+2
16-17
+3
18
+4

Intelligence- (INT) Intelligence is a characters capacity for learning, remembering, and critical thought. Intelligence increases the amount of skill XP one receives from completing a skill successfully and represents the number of extra languages a character can learn. Characters do not start with these extra languages, but it capable of learning them. Characters with an INT of 12 can read and write their own language.

Intelligence
Intelligence Score
Skill XP Modifier
Bonus Languages
3
-4
0
4-5
-3
0
6-7
-2
0
8
-1
0
9-11
+0
0
12-13
+1
+1
14-15
+2
+2
16-17
+3
+3
18
+4
+4


 Wisdom- (WIS) wisdom is a measure of a character's mental fortitude, sanity, and awareness of their surroundings. High wisdom grants bonuses to Mind saves against curses, insanity, and mind affecting magic.


Wisdom
Wisdom Score
WS Bonus
3
-4
4-5
-3
6-7
-2
8
-1
9-11
+0
12-13
+1
14-15
+2
16-17
+3
18
+4


Charisma- (CHA)- Charisma marks a characters force of personality, personal magnetism, influence, and ability to lead. A high charisma score allows characters to control more hirelings with the benefit of higher morale. Charisma also comes into play with reaction roles.



Charisma
Charisma
Score
Reaction Adjustment
Retainers
Retainer Morale
3
+2
1
4
4-5
+1
2
5
6-8
+1
3
6
9-12
0
4
7
13-15
-1
5
8
16-17
-1
6
9
18
-2
7
10


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