Difference between revisions of "Attributes"

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'''Attributes''' are the core statistics of inhabitants of the Weirlands. They represent an abstraction of an inhabitants abilities.
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'''Attributes''' are the core statistics of inhabitants of the Weirlands. They represent an abstraction of an inhabitants abilities. Each attribute is scaled between 0 and 20, and is added directly to appropriate rolls.
  
==The Attributes==
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== Body and Mind ==
===Strength===
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Attributes are split between Physical and Mental. Each of these categories has three statistics; Potential, Aptitude, and Durability.
  
'''Strength''' generally represents the physical offensive ability of a being. By default, it effects:
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=== Potential ===
 +
Potential refers to a character's ability to perform feats of physical strength and mental power.
  
* Melee attacks
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A character's Mental Potential modifies their
* Melee damage
+
 
* Thrown weapon damage
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* Magical damage
 +
* Non-physical checks that require power over finesse
 
* Carrying capacity
 
* Carrying capacity
* Weapon and Armor capabilities
 
* [[Skills#Acrobatics|Acrobatics]], [[Skills#Athletics|Athletics]]
 
 
===Dexterity===
 
 
'''Dexterity''' generally represents the physical finesse of a being. By default, it effects:
 
 
* Chance to be hit
 
* Bow attacks
 
* Crossbow Damage
 
* Movement speed
 
* [[Skills#Acrobatics|Acrobatics]], [[Skills#Athletics|Athletics]], [[Skills#Stealth|Stealth]], [[Skills#Perform|Perform]]
 
 
===Constitution===
 
  
'''Constitution''' generally represents the physical defensive ability of a being. By default, it effects:
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A character's Physical Potential modifies their
  
* Health
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* Non-magical damage
* Environmental fatigue
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* Physical checks that require power over finesse
* Resistance to Poisons and Illness
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* Actions that require extended usage
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=== Aptitude ===
* Actions that are especially draining
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Aptitude refers to a character's ability to wriggle out of trouble and work their minds around problems.
* [[Skills#Concentration|Concentration]]
 
  
===Charisma===
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A character's Mental Aptitude modifies their
  
'''Charisma''' generally represents the mental offensive ability of a being. By default, it effects:
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* Magical attacks
 +
* Magical defence
 +
* Non-physical saves that require finess over endurance
 +
* Non-physical checks that require finess over power
  
* Spell damage
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A character's Physical Aptitude modifies their
* Actively interacting with other beings
 
* [[Skills#Bluff|Bluff]], [[Skills#Intimidate|Intimidate]], [[Skills#Diplomacy|Diplomacy]], [[Skills#Perform|Perform]], [[Skills#Use Magic Device|Use Magic Device]]
 
  
===Intelligence===
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* Physical attacks
 +
* Physical defence
 +
* Physical saves that require finess over endurance
 +
* Physical checks that require finess over power.
  
'''Intelligence''' generally represents the mental finesse of a being. By default, it effects:
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=== Durability ===
 +
Durability refers to a character's ability to weather battle and environmental issues, and endure mental exhaustion and manipulation.
  
* Skill points
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A character's Mental Durability modifies their
* Knowledge, Craft, Spellcraft
 
* Spells known
 
* Overcoming spell resistance
 
* [[Skills#Survival|Survival]], [[Skills#Stealth|Stealth]], [[Skills#Sense Motive|Sense Motive]], [[Skills#Bluff|Bluff]], [[Skills#Craft|Craft]], [[Skills#Spellcraft|Spellcraft]], [[Skills#Knowledge|Knowledge]], [[Skills#Profession|Profession]], [[Skills#Use Magic Device|Use Magic Device]], [[Skills#Perception|Perception]]
 
  
===Wisdom===
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* Magical defence
 +
* Non-physical saves that require endurance over finess
  
'''Wisdom''' generally represents the mental defences of a being. By default, it effects:
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A character's Physical Durability modifies their
  
* Spell Resistance
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* Physical defence
* Passively interacting with other beings
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* Physical saves that require endurance over finess
* Sense Motive
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* Passive perception
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== Checks and Saves ==
* [[Skills#Perception|Perception]], [[Skills#Survival|Survival]], [[Skills#Concentration|Concentration]], [[Skills#Diplomacy|Diplomacy]], [[Skills#Craft|Craft]], [[Skills#Knowledge|Knowledge]], [[Skills#Spellcraft|Spellcraft]]
 
  
==Attribute Modifiers==
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Outside of attack and damage, there are two types of dice rolls you are likely to need to make; checks and saves. The difference between a check and a save is simple. If you are performing an action, you need to make a check. If an action is being performed on you, you need to make a save.
  
Each attribute provides a modifier to actions. This value is often referred to by putting the attribute in square brackets. For instance the Strength modifier for a character could be referred to as [Str].  
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It is important to identify which attribute you need to apply to your roll. If what you are trying to do or react to is magical in nature, then it should be a Mental attribute. Similarly, if it is physical in nature, it should be a Physical attribute.  
  
This modifier is calculated as:
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=== Checks ===
  
<center><math>\text{Modifier} = \mathrm{sign}(\text{Score} - 10)\lfloor |\text{Score} - 10|^\frac 2 3\rfloor</math></center>
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As checks account for any non-combat action a character may take, there are limitless options. However, there are some common actions which are outlined below.
  
This can be calculated as follows:
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Common Physical Potential checks include
  
* Subtract 10 from the Attribute Score
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* Lifting, carrying, or moving heavy or unwieldy objects
* If this is negative, make it positive
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* Breaking an obstacle
* Put it to the power of 2/3 or 0.66
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* Long-term athletic actions
* Round down
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* Holding your breath
* If the Attribute Score - 10 was negative, make the result negative
 
  
The result of this is described by the following table.
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Common Physical Aptitude checks include
  
<center>
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* Performing acrobatics (jumping, vaulting, etc)
{| class="wikitable"
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* Sleight of Hand, applying poisons, forgery
|-
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* Stealth, picking locks, disabling traps
!Score
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* Escaping or applying bindings
!Modifier
 
!rowspan=11|
 
!Score
 
!Modifier
 
!rowspan=11|
 
!Score
 
!Modifier
 
|-
 
| 1||-4||11||+1||21||+4
 
|-
 
| 2||-3||12||+1||22||+5
 
|-
 
| 3||-3||13||+2||23||+5
 
|-
 
| 4||-3||14||+2||24||+5
 
|-
 
| 5||-2||15||+2||25||+5
 
|-
 
| 6||-2||16||+3||26||+6
 
|-
 
| 7||-2||17||+3||27||+6
 
|-
 
| 8||-1||18||+3||28||+6
 
|-
 
| 9||-1||19||+4||29||+6
 
|-
 
| 10||+0||20||+4||30||+7
 
|}
 
</center>
 
  
The result of this is that repeated investment in any one stat causes diminishing returns after a point, as it becomes harder and harder to gain an effective modifier. This is designed to prevent degenerate late-game attribute stacking. '''30 (+7)''' is not intended as a ceiling; attribute scores beyond 30 are possible, and the modifier follows the same formula.
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Common Mental Potential checks include
  
==Generating Attributes==
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* Bluffing, intimidation
 +
* Using unfamiliar magical devices
 +
* Emulating requirements of using magical devices
 +
* Long-term mental exercise
  
Attributes are generated by point buy or dice roll. Point buy is recommended, but dice roll can be more entertaining and tends to create more polarised characters.
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Common Mental Aptitude checks include
  
===Point Buy===
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* Appraise
 +
* Diplomacy, persuasion
 +
* Deciphering unfamiliar scripts
 +
* Performing for a crowd
 +
* Identifying others' motives
  
Using the Point Buy process, all attributes begin at 10. Each attribute can be increased or decreased. The cost of this is equal to the modifier of the new score. This means that decreasing a score gains points that can be put elsewhere. In addition to points gained by lowering attribute scores, each player starts with a pool of points that they can allocate during character creation.
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=== Saves ===
  
The number of points available is tabulated below, along with sample arrays for each power level. If you want to skip the hassle of figuring out your scores, you may choose an appropriate sample array. All of the arrays for a given power level are of equal value; the difference between them is the amount of specialisation.  
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Saves are inflicted upon you. As such, the majority of them will independantly identify which attribute to use. However, for broader subjects, some examples are given below.
  
<center>
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Common Physical Aptitude saves include
{| class="wikitable"
 
!rowspan="2"|Power Level
 
!rowspan="2"|Points
 
!colspan="5"|Sample Arrays
 
|-
 
!Expert
 
!rowspan=5|
 
!Professional
 
!rowspan=5|
 
!Jack of All Trades
 
|-
 
| Low||5||[5, 8, 11, 12, 13, 15]||[8, 8, 10, 11, 13, 13]||[9, 10, 10, 10, 12, 13]
 
|-
 
| Standard||15||[5, 8, 11, 13, 14, 17]||[9, 9, 11, 12, 14, 15]||[11, 11, 12, 12, 13, 14]
 
|-
 
| High||25||[5, 9, 11, 15, 15, 18]||[10, 10, 12, 13, 14, 16]||[12, 12, 13, 13, 14, 14]
 
|-
 
| Epic||40||[5, 10, 12, 16, 17, 19]||[11, 12, 13, 14, 16, 18]||[12, 13, 14, 14, 15, 16]
 
|}
 
</center>
 
  
For instance, Alex is entering a Standard Power campaign, and is intending to create a Paladin, a class that works off of their Strength and Charisma. Given that his class relies little on its Dexterity, he reduces his Paladin's Dexterity score from 10 to 8. This costs him
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* Putting out a fire
 +
* Dodging environmental hazards
  
* -1 point for 9
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Common Physical Durability saves include
* -1 point for 8
 
  
These points are added to his pool, rather than subtracted, because they are negative, leaving him with 17 points to spend. He then increases Strength to 16. This increase costs
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* Enduring the effects of a poison or extreme environment
 +
* Reducing the effect of environmental hazards
  
* 1 point for 11
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Common Mental Aptitude saves include
* 1 point for 12
 
* 2 points for 13
 
* 2 points for 14
 
* 2 points for 15
 
* 3 points for 16
 
  
for a total of 11 points spent, leaving 6 more with which to increase his Charisma and other scores. He may wish to increase his remaining pool by further lowering his Dexterity, or by reducing his Intelligence, Wisdom, or Constitution.
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* Resisting bluffs, intimidation, diplomacy, and persuasion.
 +
* Hiding your own motives.
  
This process can result in polarising scores, and is intended to. No one character should be able to excel in all areas of adventuring. Note that, for sentient beings, the mental statistics (Intelligence, Wisdom and Charisma) cannot fall below 3, and allowing physical statistics (Strength, Dexterity and Constitution) to fall too low may result in undesirable effects, such as being heavily encumbered by normal clothing, being unable to walk in a straight line, or dying in the face of a stiff breeze.
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Common Mental Durability saves include
  
===Dice Roll===
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* Enduring the effects of prolonged mental incursions
 +
* Resisting the effects of an illusion or compulsion
  
The suggested dice roll for this system are tabulated below. Please bear in mind that Point Buy is recommended, as it is more easily balanced around. Also note that attributes generated via dice roll will average much higher than via point buy for all power levels above Low.
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== Character Creation and Progression ==
  
<center>
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At character creation, you begin with a score of 3 in each attribute. From there, you may add 21 points to your attributes, up to an initial maximum of 10.
{| class="wikitable
 
!Power Level
 
!Dice roll
 
|-
 
|Low||3d6
 
|-
 
|Standard||4d6-L
 
|-
 
|High||5d6-2L
 
|-
 
|Epic||6d6-3L
 
|}
 
</center>
 
  
The GM may require that the dice rolls are applied in order, or that the players may choose the order.
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Every 2 levels, starting from level 3, you may add 1 additional point to any of your attributes, up to the global maximum of level 20.

Latest revision as of 19:08, 26 September 2018

Attributes are the core statistics of inhabitants of the Weirlands. They represent an abstraction of an inhabitants abilities. Each attribute is scaled between 0 and 20, and is added directly to appropriate rolls.

Body and Mind

Attributes are split between Physical and Mental. Each of these categories has three statistics; Potential, Aptitude, and Durability.

Potential

Potential refers to a character's ability to perform feats of physical strength and mental power.

A character's Mental Potential modifies their

  • Magical damage
  • Non-physical checks that require power over finesse
  • Carrying capacity

A character's Physical Potential modifies their

  • Non-magical damage
  • Physical checks that require power over finesse

Aptitude

Aptitude refers to a character's ability to wriggle out of trouble and work their minds around problems.

A character's Mental Aptitude modifies their

  • Magical attacks
  • Magical defence
  • Non-physical saves that require finess over endurance
  • Non-physical checks that require finess over power

A character's Physical Aptitude modifies their

  • Physical attacks
  • Physical defence
  • Physical saves that require finess over endurance
  • Physical checks that require finess over power.

Durability

Durability refers to a character's ability to weather battle and environmental issues, and endure mental exhaustion and manipulation.

A character's Mental Durability modifies their

  • Magical defence
  • Non-physical saves that require endurance over finess

A character's Physical Durability modifies their

  • Physical defence
  • Physical saves that require endurance over finess

Checks and Saves

Outside of attack and damage, there are two types of dice rolls you are likely to need to make; checks and saves. The difference between a check and a save is simple. If you are performing an action, you need to make a check. If an action is being performed on you, you need to make a save.

It is important to identify which attribute you need to apply to your roll. If what you are trying to do or react to is magical in nature, then it should be a Mental attribute. Similarly, if it is physical in nature, it should be a Physical attribute.

Checks

As checks account for any non-combat action a character may take, there are limitless options. However, there are some common actions which are outlined below.

Common Physical Potential checks include

  • Lifting, carrying, or moving heavy or unwieldy objects
  • Breaking an obstacle
  • Long-term athletic actions
  • Holding your breath

Common Physical Aptitude checks include

  • Performing acrobatics (jumping, vaulting, etc)
  • Sleight of Hand, applying poisons, forgery
  • Stealth, picking locks, disabling traps
  • Escaping or applying bindings

Common Mental Potential checks include

  • Bluffing, intimidation
  • Using unfamiliar magical devices
  • Emulating requirements of using magical devices
  • Long-term mental exercise

Common Mental Aptitude checks include

  • Appraise
  • Diplomacy, persuasion
  • Deciphering unfamiliar scripts
  • Performing for a crowd
  • Identifying others' motives

Saves

Saves are inflicted upon you. As such, the majority of them will independantly identify which attribute to use. However, for broader subjects, some examples are given below.

Common Physical Aptitude saves include

  • Putting out a fire
  • Dodging environmental hazards

Common Physical Durability saves include

  • Enduring the effects of a poison or extreme environment
  • Reducing the effect of environmental hazards

Common Mental Aptitude saves include

  • Resisting bluffs, intimidation, diplomacy, and persuasion.
  • Hiding your own motives.

Common Mental Durability saves include

  • Enduring the effects of prolonged mental incursions
  • Resisting the effects of an illusion or compulsion

Character Creation and Progression

At character creation, you begin with a score of 3 in each attribute. From there, you may add 21 points to your attributes, up to an initial maximum of 10.

Every 2 levels, starting from level 3, you may add 1 additional point to any of your attributes, up to the global maximum of level 20.