Ability Scores: Difference between revisions
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Epic Path uses the standard array of ability scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA). Each ability score is given an initial value during Character Creation, but can be raised, either temporarily or permanently, by character level, class abilities, feats, spells and spell effects, magic items, etc. | Epic Path uses the standard array of ability scores for a classic D20 system game: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA). As this game was being developed we examined numerous enhancements and alternatives to this system, but eventually decided, why mess with a solid system that works great? Each ability score is given an initial value during Character Creation, but can be raised, either temporarily or permanently, by character level, class abilities, feats, spells and spell effects, magic items, etc. | ||
Ability scores are split into two categories: physical and mental, each of which has three of the ability scores: | Ability scores are split into two categories: physical and mental, each of which has three of the ability scores: | ||
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===Temporary Ability Scores=== | ===Temporary Ability Scores=== | ||
Temporary adjustments to your ability scores | Temporary adjustments to your ability scores may be caused by any effect which has a duration, such as a spell effect, or an effect which isn't always active, such as a bonus from a magic item that has limited uses per day. | ||
In addition, for the first 24 hours of wearing a magic item which boosts ability scores, the ability score increase granted is treated as a temporary ability score. Once the character has attuned to the item (by wearing it for 24 hours) the ability score increase granted by the item is considered a permanent ability score. | In addition, for the first 24 hours of wearing a magic item which boosts ability scores, the ability score increase granted is treated as a temporary ability score. Once the character has attuned to the item (by wearing it for 24 hours) the ability score increase granted by the item is considered a permanent ability score. | ||
Temporary Ability Scores are fairly rare in Epic Path, because we find the book-keeping involved for the players is burdensome. We recommend that GM's simply ignore Temporary Ability Scores, and instead make attuning items have no effect at all in the first 24 hours, for simplicity. Of course, GM's can run the game they wish to run, and if magic wisdom-granting fountains and booster pills are a thing in your world, go for it! | |||
===Permanent Ability Scores=== | ===Permanent Ability Scores=== | ||
Permanent ability scores are pretty self-explanatory -- they're ability scores that don't wear off, don't have a limited duration, or are part of the character's innate ability scores. The value of a character's ability scores is usually the sum of their starting values, any increases they've gained from levels, feats, or class abilities, and (non-temporary) increases granted by magic items. | Permanent ability scores are pretty self-explanatory -- they're ability scores that don't wear off, don't have a limited duration, or are part of the character's innate ability scores. The value of a character's ability scores is usually the sum of their starting values, any increases they've gained from levels, feats, or class abilities, and (non-temporary) increases granted by magic items. By default in Epic Path, all items grant such permanent boosts after an initial 24-hour attunement period, but GM's may adjudicate this as they wish. | ||
Some abilities and effects ignore temporary ability scores, and are based purely on permanent ability scores. It is therefore important to keep track of your permanent ability scores separately from your temporary scores. | Some abilities and effects ignore temporary ability scores, and are based purely on permanent ability scores. It is therefore important to keep track of your permanent ability scores separately from your temporary scores. | ||
===Ability Modifiers=== | ===Ability Modifiers=== | ||
The ability modifier is the numerical advantage or disadvantage that an ability score provides to your character when that ability score is used to | The ability modifier is the numerical advantage or disadvantage that an ability score provides to your character when that ability score is used to roll skills, saving throws, combat maneuvers, increase hit points during character advancement, and other activities. Each ability modifier is calculated by subtracting 10 from the ability score, and then dividing the remainder by 2, dropping fractions. For example, the ability modifier for a Strength of 15 is +2, calculated as (15 - 10 = 5 / 2 = 2.5 rounded down to 2). In the entries below, each ability score details how its ability modifier is used. You can also refer to the [[#Table: Ability Modifiers and Bonus Spells|table below]] for a listing of the modifier for each ability score value. | ||
Note that not all ability scores have equal complexity in the game mechanics. Constitution, for example, seems quite 'boring' compared to Strength, or Intelligence. This is a balance mechanism. Con has a pretty simple effect, but a high Con adds DIRECTLY to your characters hit point total, which directly impacts how much bad stuff you can survive. This is a simple effect, but it is very powerful. Just because a score doesn't have a lot of tables and rules doesn't mean it can be used as a dump stat. Oftentimes, simple is awesome. | |||
It is important to keep an eye out for abilities and rules which call for an ability ''score'' versus an ability ''modifier''. Using an ability score is rare, but it does happen. For example: the starting hit points for a 1st level character uses a character's Constitution ability score, but all future levels' hit point increases use their Constitution ability modifier. | It is important to keep an eye out for abilities and rules which call for an ability ''score'' versus an ability ''modifier''. Using an ability score in a game mechanic is rare, but it does happen. For example: the starting hit points for a 1st level character uses a character's Constitution ability '''score''', but all future levels' hit point increases use their Constitution ability '''modifier'''. | ||
When an ability score is permanently increased to a higher ability modifier, the benefit of that modifier is retroactively applied for each character level. For example, if a character's Constitution score is raised from a 15 to a 16 permanently, raising their modifier from +2 to +3, they would gain 1 hit point for each character level they currently have, as if they had always had that extra Constitution each time they leveled. Similarly, if a character's Intelligence increased to a higher modifier, they would gain an additional skill point for each character level they currently have. Refer to the individual Ability Score entries below to see how increases impact the character's other attributes. | When an ability score is permanently increased to a higher ability modifier, the benefit of that modifier is retroactively applied for each character level. For example, if a character's Constitution score is raised from a 15 to a 16 permanently, raising their modifier from +2 to +3, they would gain 1 hit point for each character level they currently have, as if they had always had that extra Constitution each time they leveled. Similarly, if a character's Intelligence increased to a higher modifier, they would gain an additional skill point for each character level they currently have. Refer to the individual Ability Score entries below to see how increases impact the character's other attributes. | ||
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==Strength (STR)== | ==Strength (STR)== | ||
; Used In: Adds to player to-hit rolls and damage rolls with melee attacks and melee touch attacks. Adds to damage for thrown weapons (but not to-hit rolls). Determines how much a character can carry without being encumbered (see below). Some skills make use of the character's Strength modifier. | ; Used In: Adds to player to-hit rolls and damage rolls with melee attacks and melee touch attacks. Adds to damage for thrown weapons (but not to-hit rolls). Determines how much a character can carry without being encumbered (see below). Some skills make use of the character's Strength modifier. This is a simple but huge benefit for having a high Strength, and if you want to be good at weapon combat, a high Strength score is awesome. | ||
===Carrying Capacity and Encumbrance=== | ===Carrying Capacity and Encumbrance=== | ||
Carrying capacity is the amount of weight that your character can pick up, wear, wield, and move around. Carrying capacity and encumbrance are a set of 'realism' rules, to prevent such things as the fighter from carrying around one of every single martial weapon, 'just in case'. Granted, with the right magic items a fighter can get frighteningly close to doing that at the upper reaches of play, but it should be a ''Big Deal''. | Carrying capacity is the amount of weight that your character can pick up, wear, wield, and move around. Carrying capacity and encumbrance are a set of 'realism' rules, to prevent such things as the fighter from carrying around one of every single martial weapon, 'just in case'. Granted, with the right magic items a fighter can get frighteningly close to doing that at the upper reaches of play, but it should be a ''Big Deal''. | ||
All items in the game have a weight defined in pounds. Note that this weight is a bit abstract. Many items are a bit 'heavier' in pounds than seems reasonable | All items in the game have a weight defined in pounds. Note that this weight is a bit abstract. Many items are a bit 'heavier' in pounds than seems reasonable. This is because 'pounds' in game terms are not based on real-world pounds, they are a combined measure of weight and awkwardness. A real-world long sword doesn't weigh anywhere close to 4 pounds, but the extra heft accounts for the scabbard, the belt and fittings to carry it, and the general awkwardness of day-to-day handling a meter-long hunk of scary-sharp metal. Similarly, '[[treasure]]', in the form of [[Sellable Goods]] dropped by monsters are valuable, but they're also wretchedly heavy, awkward, drippy, dirty, sharp, sticky, off-balanced, and generally inconvenient. Their 'weight' abstracts all of that detail. | ||
A special note must be made of medium and heavy [[armor]]s and the various [[shields]]. Such things are not only heavy when measured in 'game-pounds', but wearing them also inflicts penalties over and above any penalties incurred just because of their weight. Even if a suit of heavy armor is literally the only thing your character is wearing and the weight is well under your 'light load' threshold, that suit of armor still slows your movement and inflicts a penalty on your strength- and dexterity-based skill checks (see [[Armor_and_Shields#Armor_Check_Penalty|armor check penalty]]). This simulates the fact that, while surrounding yourself with hardened steel and bulky padding like an insect's carapace is very effective at warding off attacks, it comes at a cost. | A special note must be made of medium and heavy [[armor]]s and the various [[shields]]. Such things are not only heavy when measured in 'game-pounds', but wearing them also inflicts penalties over and above any penalties incurred just because of their weight, bulk, and stiffness. Even if a suit of heavy armor is literally the only thing your character is wearing and the weight is well under your 'light load' threshold, that suit of armor still slows your movement and inflicts a penalty on your strength- and dexterity-based skill checks (see [[Armor_and_Shields#Armor_Check_Penalty|armor check penalty]]). This simulates the fact that, while surrounding yourself with hardened steel and bulky padding like an insect's carapace is very effective at warding off attacks, it comes at a cost. | ||
The carrying capacity of your character is defined in the table below, based upon your current strength ability score (not strength modifier). Anything that increases your strength also increases these numbers. In addition, ranks in the [[Might#Carry_Heavier_Loads|Might]] skill increase your carrying capacity even further. Some of the fantastic races (such as [[Arborian#Standard_Racial_Traits|Arborian]]s) even gain racial traits that enable them to carry more weight than would be normal for a creature of their size and strength. | The carrying capacity of your character is defined in the table below, based upon your current strength ability '''score''' (not strength '''modifier'''). Anything that increases your strength also increases these numbers. In addition, ranks in the [[Might#Carry_Heavier_Loads|Might]] skill increase your carrying capacity even further. Some of the fantastic races (such as [[Arborian#Standard_Racial_Traits|Arborian]]s) even gain racial traits that enable them to carry more weight than would be normal for a creature of their size and strength. | ||
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