Difference between revisions of "Attributes"

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(The Attributes)
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'''Attributes''' are the core statistics of inhabitants of the Weirlands. They represent an abstraction of an inhabitants abilities.
 
'''Attributes''' are the core statistics of inhabitants of the Weirlands. They represent an abstraction of an inhabitants abilities.
  
==The Attributes==
+
== Body and Mind ==
===Strength===
+
Attributes are split between Body and Mind. 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:
+
=== Potential ===
 +
Potential refers to a character's ability to perform feats of physical strength and mental power.
  
* Melee attacks
+
A character's Mental Potential modifies their
* Melee damage
 
* Thrown weapon damage
 
* Carrying capacity
 
* Weapon and Armor capabilities
 
* [[Skills#Acrobatics|Acrobatics]], [[Skills#Athletics|Athletics]]
 
  
===Dexterity===
+
* Magical damage
 +
* Non-physical checks that require power over finesse
 +
* Carrying capacity
  
'''Dexterity''' generally represents the physical finesse of a being. By default, it effects:
+
A character's Physical Potential modifies their
  
* Chance to be hit
+
* Non-magical damage
* Bow attacks
+
* Physical checks that require power over finesse
* Crossbow Damage
+
* Movement speed
+
=== Aptitude ===
* [[Skills#Acrobatics|Acrobatics]], [[Skills#Athletics|Athletics]], [[Skills#Stealth|Stealth]], [[Skills#Perform|Perform]]
+
Aptitude refers to a character's ability to wriggle out of trouble and work their minds around problems.
  
===Constitution===
+
A character's Mental Aptitude modifies their
  
'''Constitution''' generally represents the physical defensive ability of a being. By default, it effects:
+
* Magical attacks
 +
* Magical defence
 +
* Non-physical saves that require finess over endurance
 +
* Non-physical checks that require finess over power
  
* Health
+
A character's Physical Aptitude modifies their
* Environmental fatigue
 
* Resistance to Poisons and Illness
 
* Actions that require extended usage
 
* Actions that are especially draining
 
* [[Skills#Concentration|Concentration]]
 
  
===Charisma===
+
* Physical attacks
 +
* Physical defence
 +
* Physical saves that require finess over endurance
 +
* Physical checks that require finess over power.
  
'''Charisma''' generally represents the mental offensive ability of a being. By default, it effects:
+
=== Durability ===
 +
Durability refers to a character's ability to weather battle and environmental issues, and endure mental exhaustion and manipulation.
  
* Spell damage
+
A character's Mental Durability 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===
+
* Magical defence
 +
* Non-physical saves that require endurance over finess
  
'''Intelligence''' generally represents the mental finesse of a being. By default, it effects:
+
A character's Physical Durability modifies their
  
* Skill points
+
* Physical defence
* Knowledge, Craft, Spellcraft
+
* Physical saves that require endurance over finess
* Spells known
+
* Overcoming spell resistance
+
== Checks and Saves ==
* [[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===
+
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.
  
'''Wisdom''' generally represents the mental defences of a being. By default, it effects:
+
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.
  
* Spell Resistance
+
=== Checks ===
* Passively interacting with other beings
 
* Sense Motive
 
* Passive perception
 
* [[Skills#Perception|Perception]], [[Skills#Survival|Survival]], [[Skills#Concentration|Concentration]], [[Skills#Diplomacy|Diplomacy]], [[Skills#Craft|Craft]], [[Skills#Knowledge|Knowledge]], [[Skills#Spellcraft|Spellcraft]]
 
  
==Attribute Modifiers==
+
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.
  
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].
+
Common Physical Potential checks include
  
This modifier is calculated as:
+
* Lifting, carrying, or moving heavy or unwieldy objects
 +
* Breaking an obstacle
 +
* Long-term athletic actions
 +
* Holding your breath
  
<center><math>\text{Modifier} = \mathrm{sign}(\text{Score} - 10)\lfloor |\text{Score} - 10|^\frac 2 3\rfloor</math></center>
+
Common Physical Aptitude checks include
  
This can be calculated as follows:
+
* Performing acrobatics (jumping, vaulting, etc)
 +
* Sleight of Hand, applying poisons, forgery
 +
* Stealth, picking locks, disabling traps
 +
* Escaping or applying bindings
  
* Subtract 10 from the Attribute Score
+
Common Mental Potential checks include
* If this is negative, make it positive
 
* Put it to the power of 2/3 or 0.66
 
* Round down
 
* If the Attribute Score - 10 was negative, make the result negative
 
  
The result of this is described by the following table.
+
* Bluffing, intimidation
 +
* Using unfamiliar magical devices
 +
* Emulating requirements of using magical devices
 +
* Long-term mental exercise
  
<center>
+
Common Mental Aptitude checks include
{| class="wikitable"
 
|-
 
!Score
 
!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.
+
* Appraise
 +
* Diplomacy, persuasion
 +
* Deciphering unfamiliar scripts
 +
* Performing for a crowd
 +
* Identifying others' motives
  
==Generating Attributes==
+
=== Saves ===
  
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.
+
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.
  
===Point Buy===
+
Common Physical Aptitude saves include
  
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.
+
* Putting out a fire
 +
* Dodging environmental hazards
  
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.
+
Common Physical Durability saves include
  
<center>
+
* Enduring the effects of a poison or extreme environment
{| class="wikitable"
+
* Reducing the effect of environmental hazards
!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
+
Common Mental Aptitude saves include
  
* -1 point for 9
+
* Resisting bluffs, intimidation, diplomacy, and persuasion.
* -1 point for 8
+
* Hiding your own motives.
  
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
+
Common Mental Durability saves include
  
* 1 point for 11
+
* Enduring the effects of prolonged mental incursions
* 1 point for 12
+
* Resisting the effects of an illusion or compulsion
* 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.
 
 
 
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.
 
 
 
===Dice Roll===
 
 
 
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.
 
 
 
<center>
 
{| 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.
 

Revision as of 18:45, 26 September 2018

Attributes are the core statistics of inhabitants of the Weirlands. They represent an abstraction of an inhabitants abilities.

Body and Mind

Attributes are split between Body and Mind. 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