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ability_scores [2021/02/11 22:57] daveability_scores [2021/02/11 23:00] (current) dave
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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.\\   * 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.\\ 
  
-  - 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.1613084220.txt.gz · Last modified: 2021/02/11 22:57 by dave