For the post-apocalyptic sword and sorcery, science fantasy OSR game I'm working on, I'm not using the seven standard ability scores. Instead I'm using seven scores, and re-naming a couple of the ones that aren't new. In this article I'll go over each of them and explain why I use them.
I should preface this by saying that the game also uses ability score damage as a common mechanic. I'll go over that, along with the wounds system, in more detail in the next post, but you'll need to know it right now to understand one of these attributes.
Also, the game uses attribute-based saves, a la 5E, which I'll also explain in a future post.
Strength
This is unchanged. It's arguably a bit less important with a greater emphasis on ranged combat and vehicles, though a lot of that depends on the encumbrance system, which I haven't quite figured out yet. STR modifiers are applied to the damage of melee weapons, thrown weapons like knives and the like, and bows.
On the other hand, characters with high STR can stack a lot of armor (I'm working on a piecemeal armor system), and can find creative uses for it by performing combat maneuvers.
Health
Essentially constitution renamed to have a more clear meaning. Also, after hit points are reduced, health starts getting depleted. If it reaches exactly zero you're comatose, if it goes negative you're dead. Essentially, hit points now represent superficial injury and health loss represents serious and potentially life-threatening injury.
Renaming it health also feels like it makes more sense if it's going up and down a lot, which it probably will more often than other ability scores.
Dexterity
I detailed in a previous article how I separate ranged and melee defense. Dexterity applies to melee attacks and melee defense, as well as all the usual stuff you'd expect like stealth, dodging stuff (i.e. DEX saves), picking pockets, etc.
It doesn't apply to ranged attacks though– that'll be perception. Aside from the balance reasons for that– if it applies to ranged attacks it would be a god stat– I also like that it makes it at least possible for ranged characters to have crappy melee defense. One thing that always annoyed me about having DEX apply to both AC and ranged attacks is that it means getting in an archer's face and attacking him with a sword is never as effective as it sounds like it should be. This solves that.
Perception
Measures perceptiveness. Applies to spot/search checks and ranged attacks. Illusion magic will usually call for a perception save.
Willpower
Used for magic and resisting a lot of spells and insanity effects, as well as for using a lot of magic.
I separated wisdom into willpower and perception both for balance reasons, and because wisdom always was a weird attribute that represented a vague and disparate combination of willpower, perceptiveness, and general mental sharpness.
Charisma
Pretty much unchanged. Applies to reaction rolls, hiring people and their morale/loyalty after you do, and finding contacts.
Knowledge
Essentially the same thing as intelligence, but renamed to better describe what it actually represents. Executive function, i.e. decision-making, is the player's job; this stat represents knowledge, and by extension aptitude for technology and the more knowledge-based parts of magic (i.e. can you memorize the formula, as opposed to are you strong-willed enough to cast it)
Hopefully the name change should help dispel the perennial "Does having a low INT obligate me to make stupid decisions" issue.
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