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ability_scores [2021/02/05 18:44] – dave | ability_scores [2021/02/11 23:00] (current) – 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. 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_selection|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.\\ | |
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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.\\ | * 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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- 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]].\\ |
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- 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]].\\ | * 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]].\\ |
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- 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. | * 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. |
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