Difference between revisions of "Ability Scores"

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{{Rules_AbilityScores}}
[[Main Page]] > [[Rules]] > [[Characters]] > [[Ability Scores]]


=Primary Ability Scores=
=Primary Ability Scores=
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* '''Initiative''': how quickly a character can react to danger
* '''Initiative''': how quickly a character can react to danger
* '''Wits saves''': Wits saves include things like noticing illusions, resisting confusion, and psychic attacks
* '''Wits defenses''': Wits defenses include things like noticing illusions, resisting confusion, and psychic attacks
* '''Wits skills''': Wits skills include things like gleaning motivations, recalling facts, feats of logic, and deception
* '''Wits skills''': Wits skills include things like gleaning motivations, recalling facts, feats of logic, and deception


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* '''Life''': how much damage the character can withstand before dying
* '''Life''': how much damage the character can withstand before dying
* '''Resolve saves''': Resolve saves include things like resisting charm, sleep, and fear
* '''Resolve defenses''': Resolve defenses include things like resisting charm, sleep, and fear
* '''Resolve skills''': Resolve skills include things like intimidation, performance, inspiring morale, and composure
* '''Resolve skills''': Resolve skills include things like intimidation, performance, inspiring morale, and composure



Latest revision as of 03:14, 18 November 2022

Main Page > Rules > Characters > Ability Scores

Primary Ability Scores

There are four primary ability scores describing characters: Might, Agility, Wits, and Resolve. They typically range between +0 and +8.

Might

Might describes how physical strong a character is, as well as how much physical damage a character can withstand. Things affected by Might include:

  • Carrying capacity: how much the character can carry before being burdened
  • Life: how much damage the character can withstand before dying
  • Might defenses: Might defenses include things like resisting poison, fatigue, and disease
  • Might skills: Might skills include things like running, climbing, feats of strength, and threats of violence

Agility

Agility describes how physically coordinated a character is. Things affected by Agility include:

  • Initiative: how quickly a character can react to danger
  • Agility defenses: Agility defenses include things like avoiding a fall, ducking behind cover, and dodging an explosion
  • Agility skills: Agility skills include things like sneaking, lockpicking, acrobatics, and picking pockets

Wits

Wits describes how quick-thinking a character is. This is not the same as intelligence. Players are encouraged to play a character as intelligently as they wish. Wits specifically refers to speed of thought and perceptiveness. Things affected by Wits include:

  • Initiative: how quickly a character can react to danger
  • Wits defenses: Wits defenses include things like noticing illusions, resisting confusion, and psychic attacks
  • Wits skills: Wits skills include things like gleaning motivations, recalling facts, feats of logic, and deception

Resolve

Resolve describes how much willpower a character has. Things affected by Resolve include:

  • Life: how much damage the character can withstand before dying
  • Resolve defenses: Resolve defenses include things like resisting charm, sleep, and fear
  • Resolve skills: Resolve skills include things like intimidation, performance, inspiring morale, and composure

Generation Methods

Any ability score generation method approved by the group is allowed. Some guidelines:

  • The minimum primary score should be 0, reflecting extremely weak, clumsy, obtuse, or halfhearted traits.
  • The maximum primary score should be 8, reflecting extremely strong, nimble, sharp, or willful traits.
  • The score for typical individuals is 4.

The two most common methods are rolling dice and point buying.

Rolling Dice

For heroic games it is recommended to roll 2d4 and sum the result. Repeat this for each primary ability score and assign the numbers to the abilities as desired.

Point Buy

Another option is to start every ability score at 0, and then choose which scores to raise and by how much by spending "points" to increase scores. The point cost of each score is shown in table 1. A heroic campaign should supply 72 points to buy primary ability scores.

Table 1: Ability Score Point Costs
Score Points Total Points
0 0 0
1 1 1
2 2 3
3 3 6
4 4 10
5 5 15
6 6 21
7 7 28
8 8 36

Standard Builds

This is the same as point buy but provides common patterns for players who don't enjoy arithmetic.

  • The Min/Maxer: Getting two scores as high as possible results in two weak scores.
    • 8, 8, 0, 0
    • 8, 7, 3, 0
    • 8, 7, 2, 2
    • 8, 6, 3, 3
  • The Dump Stat: A single weak score can launch other scores well above average.
    • 8, 6, 5, 0
    • 8, 5, 5, 3
    • 8, 6, 4, 2
    • 7, 7, 4, 3
    • 7, 7, 5, 0
    • 7, 6, 6, 1
    • 7, 6, 5, 3
  • The Specialist: For those who want a single strong score, but no weak scores.
    • 8, 5, 4, 4
    • 7, 6, 4, 4
    • 7, 5, 5, 4
  • The Generalist: For those who prefer to spread their bonuses around evenly, without any particularly great scores.
    • 6, 6, 5, 5

Secondary Ability Scores

Secondary scores are derived from other scores. There are four secondary scores: Guard, Health, Life, and Energy.

Guard

Guard describes how hard you are to hit with weapons and other skillfully directed sources of harm. Guard is calculated with the following formula:

Guard = Armor Modifier + Combat Proficiency - Size Modifier

The typical range of this score is between -13 (an enormous, clumsy creature without training or armor) and +19 (a tiny, expert warrior with heavy, enchanted armor and shield).

Armor Class

Armor Class is determined by the type of armor or shield worn by the character, as defined by the following table:

Table 1. Armor Types
Armor Type Armor Modifier Burden Penalties
Light -5 0 None
Light + Shield -3 1 1 Handed
Medium +0 2 None
Medium + Shield +2 3 1 Handed
Heavy +5 5 Natural swim and fly speed reduced to 0, half climbing speed
Heavy + Shield +7 6 1 Handed, Natural swim and fly speed reduced to 0, half climbing speed

Notes

  • Armor class typically ranges in value between -5 and +10.
  • Light armor includes naked skin, clothes, robes, or other fabrics or light hides. This is the same as being considered unarmored in D&D.
  • Medium armor includes heavy hides, sparse metals (e.g., studs, chains), and similar materials. This is the armor type for hide armor, chain mail, and studded leather armor.
  • Heavy armor includes dense metals (e.g., plates, scales) and similar materials. This is the armor type for scale armor and plate mail.
  • Wearing an armor type without the corresponding proficiency imposes the following penalties:
    • Disadvantage on all attack rolls
    • Disadvantage on Vigor checks and saves
    • Disadvantage on Agility checks and saves
    • The armor burden counts double normal

Health

Health reflects superficial harm that a character can take before wounds become life-threatening. Loss of Health does not represent serious injury. Rather, it describes scrapes, bruises, and being knocked around in a way that might temporarily impair a character when added up. When Health reaches zero, further damage is applied to Life instead (see more under Life, below).

Health is calculated by the following formula:

Health = (Level + 1) * Class Health * Size Multiplier

More at Harm and Death

Life

Life reflects how much serious trauma a character can take before they die. Each time Life is lost is a potentially deadly event, but if Life ever reaches 0, the character dies without magical intervention.

Life is calculated using the following formula:

Life = (10 + Might + Resolve) + Size Modifier

More at Harm and Death

Energy