Friday, March 21, 2014

The Core Attributes

Thanks to your input and suggestions, I'm going to be play testing (and including in the first play test version of the rules) Attribute ranges from 2 to 12. During character creation, you will roll 3d6, but keep the better 2 results. The scores would never scale higher than 15 (what I'm equating with Storm Giant Strength). Actually, as far as strength, I put hill and stone giants at STR 13, frost and fire giants at STR 14, and cloud/storm giants at STR 15. I suppose that someone like Hercules would have STR 16. 

I like this because the 'sweet spot' on checks is between around 5 and 12. At 5, you have a 30% chance of success on a check (it's not impossible for you by any stretch, but it's definitely not likely) while 12 gives you a 65% chance of success (likely, but not a guarantee). This aligns nicely with how I want checks to work - you should not get to a point where a check is automatic for you - only a very high level character, or one with powerful magic, is going to surpass a +15 modifier. This keeps attribute scores generally in line with other numbers in the game.

One other revelation here is that I should swap compel undead, which I wrote about recently, to the player side of the table. Instead of the monster making a morale check, the cleric makes a WIS check, modified by the difference between cleric and monster level. A cleric 3 with WIS 11 attempting to compel a skeleton 1 rolls 1d20+13 (70% chance of success). If he rolls 20 or better, he compels the skeletons. This same cleric against a wraith 5 rolls 1d20+9 (50% chance of success). Now, the ability to compel undead is completely in the hands of the player, and is primarily based on the cleric's ability and level.

Attribute Scores
Range
Descriptor
Modifier
2
Impaired
-3
3-4
Poor
-2
5-6
Below Average
-1
7
Average
+0
8-9
Exceptional
+1
10-11
Heroic
+2
12
Supreme
+3
13
Beyond Mortal
+4
14
Titanic
+5
15
Godlike
+6








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