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ability_scores [2021/02/05 18:44] daveability_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.
  
 +  * 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 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_selection|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 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.\\
  
-  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]].\\
  
-  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]].\\
  
-  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.
  
ability_scores.1612550691.txt.gz · Last modified: 2021/02/05 18:44 by dave