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ability_scores [2021/02/05 19:04] – dave | ability_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. |
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| * 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.\\ |
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- 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.\\ | * 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.\\ |
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- 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.\\ |
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- 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.\\ | |
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- 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]].\\ |