One of the main reasons for that little exercise is for my own edification. Delving into all the D&D lore at my disposal and studying how everything comes together has been quite an illuminating exercise. I've pretty much changed everything I had written up the last time I posted something from the document. I'll no doubt keep messing around with it in my spare time and hopefully, once I actually get the chance to play, I'll know what I want to do.
I like the idea of Ability Score bonuses starting at lower numbers and not being quite so inflated. For the direction I'm going, I also like the B/X bonuses of 13 - 15 = +1, 16 - 17 = +2 and 18 = +3. The following is kind of an experiment in dialing things back a notch and going in a slightly different direction.
The following is Open Game Content.
Ability Score Tables
Strength
Strength represents physical power and determines bonuses or penalties to your To Hit and Damage in melee, chance to open stuck doors and adjustments to your encumbrance, as shown in the table below.
Table 1: Strength
Score | To Hit Modifier | Damage Bonus | Open Dungeon Doors | Encumbrance Adjustment |
3 - 4 | -3 | -3 | -4 | -45 lbs |
5 – 6 | -2 | -2 | -2 | -25 lbs |
7 - 8 | -1 | -1 | -1 | -10 lbs |
9 - 12 | 0 | 0 | 0 | 0 |
13 - 14 | +1 | +1 | +1 | +25 lbs |
15 – 16 | +1 | +2 | +2 | +50 lbs |
17 | +2 | +2 | +3 | +75 lbs |
18 | +2 | +3 | +4 | +100 lbs |
(I'm not sure about the Encumbrance Thing. I need to do some more research, there.)
Dexterity
Dexterity represents agility and coordination. It modifies attacks made with missile weapons, Initiative and your Armor Class.
Table 2: Dexterity
Score | AC Adj. | Missile Att. Adj. | Reaction Adj. |
3 - 4 | -2 | -3 | +3 |
5 - 6 | -1 | -2 | +2 |
7 - 8 | 0 | 0 | +1 |
9 - 12 | 0 | 0 | 0 |
13 – 14 | +0* | 0 | -1 |
15 – 16 | +1* | +1 | -2 |
17 - 18 | +2* | +2 | -3 |
*Signifies that a Character who does not wear metal armor, may add an additional +1 bonus to his AC.
Constitution
Constitution represents overall health and modifies a Characters Hit Points.
Table 3: Constitution
Score | Hit Point Modifier (Per Hit Die)* |
3 – 4 | -2 |
5 – 6 | -1 |
7 – 8 | 0 |
9 - 12 | 0 |
13 – 14 | +1 |
15 - 16 | +1* |
17 - 18 | +2* |
*Signifies that a Fighting-man (and only a Fighting-man) may add an additional +1 bonus per Hit Die. Constitution Modifiers to Hit Points no longer apply to any Class, after a Character has reached Name Level and stops rolling for Hit Points.(Fighter sub-classes don't get the additional bonus, as I'm putting in a few things to give the plain old Fighter some advantages unique to that class.)
Intelligence
Intelligence represents IQ, reasoning abilities and education. It determines the number of extra languages you can learn, the chance for a Magic-user to be able to learn a given spell and the highest level spell a Magic-user can cast. Magic-users with an Intelligence of 16 or higher can memorize an additional First Level Spell.
Score | Max. Add Lang. | % To Know Spell | Highest Level Magic-user Spell Useable |
3–7 | 0 | - | None |
8 | 1 | - | None |
9 | 1 | 40% | 5th |
10 | 2 | 50% | 5th |
11 | 2 | 50% | 6th |
12 | 3 | 50% | 6th |
13 | 3 | 70% | 7th |
14 | 4 | 70% | 7th |
15 | 4 | 75% | 8th |
16 | 5 | 75% | 8th |
17 | 5 | 85% | 9th |
18 | 6 | 90% | 9th |
Wisdom
Table 5: Wisdom
Score | Mental Attack Saving Throw Adjustment | Bonus Spells |
3 – 4 | -2 | |
5 - 6 | -1 | |
7 – 8 | 0 | |
9 – 12 | 0 | |
13 – 14 | +1 | 1 First Level Spell |
15 - 16 | +1 | 2 First Lvl and 1 Second Lvl Spell |
17 - 18 | +2 | 2 First Lvl, 1 Second and 1 Third |
Charisma
Charisma represents personal magnetism, physical beauty and leadership ability. It will modify the Reaction when a character interacts with NPC’s (non-player characters) and Monsters. Characters with a high Charisma score can have more Henchmen.
Table 6: Charisma
Score | Reaction Adjustment | Max. Hirelings |
3 – 4 | -30% | 1 |
5 – 6 | -20% | 3 |
7 – 8 | -10% | 3 |
9 – 12 | 0 | 5 |
13 –14 | +10% | 6 |
15 – 16 | +20% | 7 |
17 - 18 | +30% | 10 |
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