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wallawallawingwang posted:My personal solution to still wanting ability scores, but wanting characters to be good at things besides whatever their fighting stat is, is to just have stats like "Shooting" and "Fighting" in addition to the normal ones. Why is this guy good at fighting, that's up to you! He could be strong, or quick, or have years of experience; your normal ability scores or your fluff can tell you the specifics as to why. Wizened unarmed guy can have a high wisdom, or dexterity, or hell strength even, all that would matter is that he's got lots of "Fighting" that is what makes him good at fighting in melee. But that does add stuff. And each time you add stuff to a project like this it tends to become a little more unwieldy. Another option might be to alter the math such that your attack mod is 1/2 level + enhancement + feats and such, and then just leave out ability scores from the to hit and damage portions of powers. Maybe give powers riders based on your ability mods to create class subtypes and differentiation. Alternately you could keep the existing stats (or some subset of them) and just rename them so as to be tied less to your physical/mental attributes; so melee dudes need lots of Then of course you just avoid basing out-of-combat skills on these in-combat stats. e: It's nothing to do with the math, but I could see asking my players something like "I see you have a high Resilience -- why is that? Are you big and tough? Or is it all mind-over-matter? Maybe you were dipped in a magic river as a baby?" megane fucked around with this message at 22:36 on Aug 19, 2014 |
# ¿ Aug 19, 2014 22:28 |
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# ¿ May 16, 2024 06:35 |
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When I ran Exalted, which has skills and stats decoupled like that, I gave them a standing challenge to find a way to roll Strength + Bureaucracy. Nobody came up with anything, tragically.
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# ¿ Dec 14, 2014 19:09 |