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Revision as of 13:26, 8 February 2023
Beside general appearance and race, ability scores is the main factor when determining a creature's capabilities. They determine how well or ill your character traverses the world, as well as how they do it, both mechanically and through role-playing.
Ability scores lay the foundation for every part of the game in some way or another. Either through ability modifiers which add a bonus to ability checks, or to fixed changes in effectiveness of many mechanics, rules and features. Carrying Capacity for example, is always affected by your Strength score.
Below is a short summary on each ability score and their main roles and effect on a character.
Ability Score | Summary | |
---|---|---|
Dexterity | (DEX) | Readiness, grace, quickness and reflexes. Dexterity affects initiative, Armor Class (AC) and gives bonus to certain Attack and damage rolls. |
Perception | (PER) | The interpretation of sensory information. Whether by sight or other senses. Perception affects Passive Perception, Initiative. |
Strength | (STR) | Bodily power and the extent to which you can exert raw physical force. Strength affects Carrying Capacity, Encumbrance, movement speed, throwing distance, melee Attack rolls and much more. |
Constitution | (CON) | Health, stamina, and vital force. Constitution affects hit point gain per level and movement Endurance. Constitution may affect some innate powers, like racial features. |
Intelligence | (INT) | Mental acuity, accuracy of recall, and the ability to reason. Intelligence affects the effectiveness of the Arcane and Cunning themes, by for instance Spellcasting. Additionally, it increases number of proficiencies. |
Wisdom | (WIS) | Reflects attunement to the world around you and represents perceptiveness and intuition. Wisdom affects the effectiveness of the Divine, Primal and Occult themes, by for instance Spellcasting. |
Charisma | (CHA) | Your force of personality and your general ability to interact with others. Charisma affects the effectiveness of the Innate theme, by for instance Spellcasting. Charisma also affects power of some innate capabilities like racial spells. |
Luck | Your fate's skewness to either fame and fortune or squalor and despair. Luck affects all rolls made against or for you that isn't an ability check. Rolls such as loot tables, Wild Surges and weather are included. |
Modifier
All Ability Scores has a modifier value which is what usually is being used when making a roll, it can either be positive or negative depending on your Ability Score.
Every second point from the baseline 10 add (or retract if negative) from the Ability Scores Modifier.
- Ability Score Modifier =
Ability Score - 10 / 2
- Ability Score Modifier =
{{{name}}}
Contest Scores
Contested scores measure your ability to avoid, withstand or shrug off harmful or dangerous effects. These can be curses, afflictions, traps, damage, weather or conditions. You always add two ability score modifier bonuses to each contested score.
Scores are calculated when rolled like ability checks, but are always called for when affected by something, never when causing an effect. It is calculated as such:
- Contest result =
d20 roll + 1st ability score modifier + 2nd ability score modifier + other bonuses + penalties
- Contest result =
Contested Score | Combined Ability Score Modifiers |
Summary |
---|---|---|
Reflex | Dexterity Perception |
Your physical reaction time and how quickly and gracefully you can avoid physical effects. |
Fortitude | Strength Constitution |
Your physical ability to withstand and shrug off effects and afflictions of the body. |
Sanity | Intelligence Constitution |
Your mental ability to withstand and shrug off effects and afflictions of the body. |
Will | Wisdom Charisma |
Your mental reaction time and how quickly and gracefully you can avoid mental effects. |
Ability Check
An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge, and is the main subject of tension for the game. The GM calls for an ability check when a character or monster attempts an action that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the eight ability scores is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Level. The more difficult a task, the higher its DL. To make an ability check, roll a d20 and add the relevant ability modifier. If the total equals or exceeds the DL, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
Almost every ability check also includes bonuses and/or penalties that are added to the roll. These bonuses are usually covered by the four main types of ability checks that are rolled: Attack Roll, Spellcasting Check, Proficiency Check and Contest Check. These are covered below.
Difficulty Level
Difficulty Level | DL | Description |
---|---|---|
Routine | 0 | Anyone can do this basically every time |
Simple | 3 | Most people can do this most of the time |
Standard | 6 | Typical task requiring focus, but most people can usually do this |
Demanding | 9 | Requires full attention; most people have 50/50 chance to succeed |
Difficult | 12 | Trained people have a 50/50 chance to succeed |
Challenging | 15 | Even trained people often fail |
Intimidating | 18 | Normal people almost never succeed |
Formidable | 21 | Impossible without skills or great effort |
Heroic | 24 | A task worthy of tales told for years afterward |
Immortal | 27 | A task worthy of legends that last for lifetimes |
Impossible | 30 | A task that normal humans couldn’t consider (but doesn’t break laws of physics) |
Attack Rolls
1. Determine the possibility of attacking:
When you make an attack, the attack must:
- Be within range.
- Have a targetable concealment level.
When you make an attack, whether by weapon or spell, the target must be within a specified range. For melee attacks this range is usually between 1 to 3 meter, decided by their size (Light & One-Handed = 1 meter, Two-Handed = 2 meters, Great = 3 meters), while ranged attacks either has a specified maximum range, or two ranges. When an attack has two ranges, the lower number is the normal range and the higher number is the long range. Any attack at long range is done at disadvantage, and you are unable to attack above the long range or maximum range. Any ranged attack made within 2 meters of an opponent is made with disadvantage, as long as the creature is able to sense and target you, see concealment, and doesn't have disadvantage against you if they were to make an attack.
2. Roll a d20:
The attacker rolls a twenty-sided die.
- Advantage. If the attacker has one advantage or three advantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the higher of the two or three.
- Disadvantage. If the attacker has one disadvantage or three disadvantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the lower of the two or three.
3. Attack Modifiers:
To the result of the d20 roll, the attacker adds relevant modifiers. These modifiers include:
- Proficiency Bonus. The character or creature adds their proficiency bonus if applicable. Spellcasting always adds their proficiency bonus.
- Ability Modifiers. Strength is used for melee cleaving, splitting and bludgeoning attack rolls. Dexterity is used for melee slashing and piercing attack rolls, as well as ranged attack rolls (including throwing). Intelligence, Wisdom or Charisma is used for spellcasting rolls.
- Bonus Modifiers. Any additional bonuses from magical weapons, class features, or other situational effects.
- Multiple Advantages. At your 2nd, 4th
The defender adds relevant temporary bonuses or situational effects to their AL, for example cover bonuses.
- Cover Bonus. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Type of Covers
Cover Details Half Cover Three-quarters Cover Total Cover
4. Compare the Total to the target's Armor Level (AL)
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
- Critical Success & Critical Failure
- If the attack exceeds or fails the AL by 10 or more, the attack counts as either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.
5. Roll for Damage
If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.
6. Damage Modifiers
To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:
- Ability Modifier.
- Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
- Melee slashing and piercing damage rolls uses Dexterity.
- Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
- Ranged drawn and loaded damage rolls uses Draw Strength
- Spell damage rolls do not usually add any damage from their ability modifier.
- Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).
- Critical Success & Critical Failure
- If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied.
Spellcasting Checks
When a character or creature declares it is casting a spell, the following steps typically occur:
1. Select the Spell
Choose a Spell: Review your prepared spells and select the spell you wish to cast. Ensure you meet the following criteria:
- Prepared: Ensure your character has prepared the spell you wish to cast and has access to a focus if required.
- Spell Range: Be within range of its intended effect.
- Spell Points: The caster has enough spell points to perform the spell.
- Incantation Components: Be able to perform all incantation components of the spell.
- Other: Follow any special restrictions of the spell.
If the spellcast is an attack roll, follow the rules for attack rolls.
1. Roll a d20:
The spell caster rolls a twenty-sided die.
- Advantage. If the caster has one advantage or three advantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the higher of the two or three.
- Disadvantage. If the caster has one disadvantage or three disadvantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the lower of the two or three.
2. Spellcasting Modifiers:
To the result of the d20 roll, the caster adds any relevant modifiers. These modifiers usually include:
- Proficiency Bonus. The character adds their level-based proficiency bonus.
- Ability Modifiers. The character adds their Intelligence, Wisdom or Charisma modifier, depending on their spells origin.
- Bonus Modifiers. Any additional bonuses from magical items, class features, or other situational effects.
- Multiple Advantages/Disadvantages. At your 2nd, 4th and above advantage or disadvantage, you add +2 or -2 to your roll for each subsequent advantage or disadvantage you have.
3. Compare the total to a measure of success
a. If the spell cast is a spell attack - Compare the total to the target's Armor Level (AL).
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
b. If the spell cast requires a contested check - Compare the total to the target's contested check.
The target must roll a contested check determined by the spell.
The total result is compared to the of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
c. If the spell cast needs to meet a DL - Compare the Total to the target's Armor Level (AL)
The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.
If the attack exceeds or fails the DL by 10 or more, the attack is affected by either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.
4. Roll for Damage
If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.
If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied.
5. Damage Modifiers
To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:
- Ability Modifier.
- Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
- Melee slashing and piercing damage rolls uses Dexterity.
- Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
- Ranged drawn and loaded damage rolls uses Draw Strength
- Spell damage rolls do not usually add any damage from their ability modifier.
- Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).
- Critical Hit.