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ability_scores [2021/02/05 19:04] daveability_scores [2021/02/11 22:57] dave
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 **USES AND BONUSES OF THE SCORES:** **USES AND BONUSES OF THE SCORES:**
 +Be warned this system predates having any kind of universal modifier based on stats, each stat has one or two fixed bonuses for use outside standard ability checks.
  
 +  * STRENGTH:  [[experience_awards|prime requisite]] for Fighters.  Each point of STR allows character to carry 1 item toward his [[encumbrance_and_movement|encumbrance]].  If a character has 15 or better STR, he scores +1 damage with melee weapon.\\
  
-  - STRENGTH:  [[experience_awards|prime requisite]] for Fighters.  Each point of STR allows character to carry 1 item toward his [[encumbrance_and_movement|encumbrance]] If character has 15 or better STR, he scores +1 damage with melee weapon.\\+  * INTELLIGENCE:  prime requisite for Magic-Users.  Each point of INT over 10 grants the character one bonus language knownThe higher the INT the more spells magic-user can learn.\\
  
-  - INTELLIGENCE:  prime requisite for Magic-Users.  Each point of INT over 10 grants the character one bonus language known. The higher the INT the more spells a magic-user can learn.\\ +WISDOM:  prime requisite for clerics.  If a character has a WIS of 13 or higher, he gets +1 to saving throws.\\
- +
-  - WISDOM:  prime requisite for clerics.  If a character has a WIS of 13 or higher, he gets +1 to saving throws against all sorts of magic.\\+
  
   - DEXTERITY: prime requisite for thieves.  If a character has a DEX of 13+ he gets +1 to hit with missile weapons.  If he has a DEX of 8 or less he has -1 to hit with missile weapons.  DEX is the key guide to combat [[initiative_th2|priority/initiative]].\\   - DEXTERITY: prime requisite for thieves.  If a character has a DEX of 13+ he gets +1 to hit with missile weapons.  If he has a DEX of 8 or less he has -1 to hit with missile weapons.  DEX is the key guide to combat [[initiative_th2|priority/initiative]].\\
ability_scores.txt · Last modified: 2021/02/11 23:00 by dave