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ability_scores [2021/02/05 18:43] – created daveability_scores [2021/02/11 23:00] (current) dave
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 When ability checks are called for, we will usually roll 1d20 with a number equal to or less than the ability score meaning success.  If the task is very difficult, then roll d100 with ability score or less indicating success.  When an opposed check is called for, two opponents roll 1d20 each and whichever rolls higher, but still not greater than his ability score wins. When ability checks are called for, we will usually roll 1d20 with a number equal to or less than the ability score meaning success.  If the task is very difficult, then roll d100 with ability score or less indicating success.  When an opposed check is called for, two opponents roll 1d20 each and whichever rolls higher, but still not greater than his ability score wins.
  
 +**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:  prime requisite for Fighters.  Each point of STR allows character to carry 1 item toward his 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 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.\\+  INTELLIGENCE:  prime requisite for Magic-Users.  Each point of INT over 10 grants the character one bonus [[language_selection|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 against all sorts of magic.\\ 
  
-  - DEXTERITY: prime requisite for thieves.  If a character has a DEX of 13he 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]].\\+  * WISDOM prime requisite for clerics.  If a character has a WIS of 13 or higher, he gets +1 to saving throws.\\
  
-  - CONSTITUTION:  If a character has CON of 6 or less he gets -1 hp per die.  If he has a CON of 15-16 he gets +1 hp per die, if he has a CON of 17, he gets +2 hp per die.  If he has a CON of 18, he gets +3 hp per die.  CON is also key to surviving [[injury_and_healing|massive battle wounds]].\\+  * DEXTERITYprime 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]].\\
  
-  - CHARISMA:  the number of followers (henchmen) a character can lead is scaled to his CHA score.  CHA checks are also important to the [[recruitment|hiring process]] and negotiating during encounters.  CHa 3-4: 1 hench, CHA 5-6: 2 hench; CHA 7-9: 3 hench; CHA 10-12: 4 hench, CHA 13-15: 5 hench; CHA 16-17: 6 hench; CHA 18: 12 hench.+  * CONSTITUTION:  If a character has CON of 6 or less he gets -1 hp per die.  If he has a CON of 15-16 he gets +1 hp per die, if he has a CON of 17, he gets +2 hp per die.  If he has a CON of 18, he gets +3 hp per die.  CON is also key to surviving [[injury_and_healing|massive battle wounds]].\\ 
 + 
 +  * CHARISMA:  the number of followers (henchmen) a character can lead is scaled to his CHA score.  CHA checks are also important to the [[recruitment|hiring process]] and negotiating during encounters.  CHa 3-4: 1 hench, CHA 5-6: 2 hench; CHA 7-9: 3 hench; CHA 10-12: 4 hench, CHA 13-15: 5 hench; CHA 16-17: 6 hench; CHA 18: 12 hench.
  
ability_scores.1612550630.txt.gz · Last modified: 2021/02/05 18:43 by dave