Friday, March 31, 2023

Ability Scores

 My first couple of posts were sort of rambling attempts to get what I've been kicking around in my own head down. I'll be referring back to them and refining my thoughts as I work on this. It is important to have some goals written and the actual design work regularly evaluated against those goals.

Now it is time to get some actual rules on paper.

Ability scores are fairly straight forward. This is going to be D&D, even if Hasbro disagrees, and the long standing scores are going to be my starting point. There is a been some pretty consistent usage of the scores through the various versions. AD&D was the first to expand their usage and add some mechanical weight to the scores and not simply as prerequisites for classes. 5e puts a massive load on the ability scores with every major mechanical system being affected by them. I'm going to land somewhere in the middle.

So what should be the mechanical functions of ability scores?

  • Bonus or Penalties to combat, both attack roles and damage rolls.
  • Adjustments to some class features, Thief skills, et. al.
  • Adjustments to common actions, searching, opening doors, etc.
  • Bonuses to some racial features, Dwarven poison saves, for example.
  • Encumbrance and lifting and carrying.
  • Target number for ad-hoc adjudication.

What are some of the things ability scores have been used for that I don't want to carry forward?

  • Racial or gender minimums or maximums.
  • Blanket adjustments to Saving Throws.
  • Bonuses to experience earned.
  • Adjustments to number of spells known.
  • Chance to survive certain spell effects.
  • Skill use.
  • Number of uses of a class feature.

So looking at the list, I'll need both a score and a set of adjustments tied to the score. I'll stick to the 3-18 traditional score range. Generated using 4d6 drop the lowest. Arrange as the player wants. For the bonuses, I like the consistency of 5e but I like a more bell curve approach to how they tie to the ability scores.

Score Adjustment
3 -4
4 -3
5 -2
6 -2
7 -1
8 -1
90
100
110
120
131
141
152
162
173
184

 Scores above and below this range are possible in play, through magic items, wishes, etc. Scores above 18 get an additional +1 per point above 18. Scores below 3 get an additional -1 adjustment per point below 3.

The Abilities

Strength is the most important ability for melee combat. Attack rolls with melee weapons use the Strength adjustment. Damage rolls with melee weapons and thrown weapons are also adjusted by strength. How much a character can lift and carry is based on the Strength score. Certain weapons and armor will need a high Strength score to access their full benefit. There are a wide range of physical tasks that may require a strength roll.

Dexterity affects a characters armor class. The Dexterity adjustment is added or subtracted from AC. Attack rolls with missile weapons and some melee weapons use the Dexterity adjustment. Thieves class skill rolls are adjusted by Dexterity.

Intelligence determines the maximum number of languages a character can know. The roll for a spell caster to attempt to learn a spell from a found scroll or book is adjusted by Intelligence. Making out ancient carved texts and archaic books is affected by the characters Intelligence. Arcane spell casting is enhanced by Intelligence.

Wisdom affects Divine and Primal spell casting. Characters likelihood of spotting hazards they are not actively searching for is adjusted by Wisdom. Chance for being surprised when entering combat is affected by a characters Wisdom.

Constitution is an important attribute for all characters as Hit Points per level are adjusted by Constitution. How well a character handles adverse terrain and weather is also affected by their Constitution score.

Charisma affects characters in two key ways. First, the maximum number of Henchmen and the loyalty of those henchman is based on the Charisma adjustment. Second, how NPCs and monsters react to a character who is trying to engage them socially is adjusted by the character's Charisma.

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