Edgewise
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- Sep 27, 2017
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I have some ideas for a new mix of abilities for my private OSR heartbreaker that I'd like to get your feedback on. In some ways, it's pretty different, but the basic D&D framework is intact, as is (I believe) game balance.
Anyway, here's my list of abilities, and a discussion of what they affect.
So far, not very different. However, the modifiers are another story.
One might ask, then: why? That could be a very long discussion of its own, so I'll keep it simple; there are two reasons. First, I like this better as a model for the mythic reality of these kinds of games. Second, I think that this breakdown of abilities and modifiers gives each ability a nice distinct and balanced appeal. But if I'm honest with myself, it's mostly the aesthetics.
Comments? Suggestions?
Anyway, here's my list of abilities, and a discussion of what they affect.
- Strength: This covers traditional muscularity, but also bulk and general toughness.
- Agility: This is general athleticism in the form of reflexes, speed and even stamina.
- Dexterity: This represents aim, precision and hand-eye coordination.
- Intelligence: Modifies arcane magic talent and perception.
- Spirit: This affects magic resistance and non-arcane magic talent.
- Charisma: Applies to reaction rolls from NPCs.
So far, not very different. However, the modifiers are another story.
- Strength does not modify hit points - Agility does. For PCs, all but the last few HP represent defensive ability and stamina.
- Strength modifies Armor Class, not Agility. Tougher characters have a chance of shrugging off blows.
- Agility and attack bonuses are added to initiative. Each side rolls at the start of each round, but each combatant adds their modifier to find out their own segment.
- Attacks against combatants with a higher initiative score are at -2. This counts for ranged attacks, too; it's about tempo.
- Dexterity modifies all attack rolls. Strength also modifies melee attack rolls, and the two modifiers stack. Nothing modifies the amount of damage inflicted by an attack.
- Attacks that roll natural 20 or 10 more than AC are critical hits, and they do extra damage. Thus, Strength does have an indirect effect on melee damage.
- I use 3e style saving throws - Reflexes, Fortitude and Willpower. Those are modified by Agility, Strength and Spirit, respectively.
One might ask, then: why? That could be a very long discussion of its own, so I'll keep it simple; there are two reasons. First, I like this better as a model for the mythic reality of these kinds of games. Second, I think that this breakdown of abilities and modifiers gives each ability a nice distinct and balanced appeal. But if I'm honest with myself, it's mostly the aesthetics.
Comments? Suggestions?