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| #1zombiegleemaxMar 26, 2004 20:30:06 | VARIANT: ASPECTS see AD&D Players Option: Skills and Powers, Chapter 2 This is a DnD 3½ conversion of the above. Rather than just a simple translation, this conversion attempts to update the previous system. See Conversion Information at the end of this document for discussion on the changes. Enough bare bones have been provided here to implement the system, but it is recommended that people read the original for more depth and background. This simple variant details allows finer definition for a characters ability scores. Each of the six ability scores is divided into two aspects, resulting in a total of twelve aspect scores. Any pair of aspects may not differ by more than four places. [color=blue]Apsects[/color] Each aspect is listed below, along with the game elements that they effect. [b]Strength--Physique:[/b] muscle efficiency, endurance A character with a high physique score may not have masses of huge muscles, but the muscles he does have will be rock hard and well toned. He can maintain a vigorous workload for an extended period of time. A physique check may be required to hold up a portcullis to allow comrades to pass through. Determines:
[b]Strength--Muscle:[/b] muscle power, short bursts of strength. A character with a high muscle score will appear strong, with well defined muscle bulk. A muscle check may be required to raise a portcullis. Determines:
[b]Dexterity--Aim:[/b] hand/eye co-ordination, manual acuity. An expert marksman or sleight-of-hand artist has a good Aim score. Determines:
[b]Dexterity--Agility:[/b] reflexes, reacting to stimuli, and maintaining balance An acrobat or tightrope walker relies on his agility. Determines:
[b]Constitution--Health:[/b] general well-being, resistance to illness and disease Someone with a high health score would seldom get sick and is not prone to allergies and other ailments. Determines:
[b]Constitution--Fitness:[/b] overall physical condition, ability to endure punishment A character with a high fitness score can suffer more damage than other characters while continuing to function. Determines:
[b]Intelligence--Reason:[/b] logic, problem solving Reason determines how well the character handles new information. Someone with high reason would be good at solving riddles and puzzles. Determines:
[b]Intelligence--Memory:[/b] knowledge retention, learning aptitude Someone with a good memory has the potential to learn many languages and pick up a vast array of skills. Determines:
[b]Wisdom--Intuition:[/b] perception, educated guesses Aware of his surroundings, he often has a good grasp of the current situation, and an understanding of other people. Determines:
[b]Wisdom--Willpower:[/b] strength of will, determination, stubborness, commitment Loyal to his beliefs, he resists interrogation and mind-effecting spells. Determines:
[b]Charisma--Confidence:[/b] self confidence, inner strength With a forceful personality, he often takes a leadership or solitary role. Determines:
[b]Charisma--Communication:[/b] interpersonal communication, relating to others Well versed in social graces, he is often well groomed. Determines:
[color=blue]Changing Aspect Scores[/color] At every fourth character level (4th, 8th, 12th, 16th, 20th) you may add 1 point to each of any two physical aspect (phy, mus, aim, agi, hea, fit) scores, or each of any two psychological aspect (mem, rea, int, wil, com, con) scores, provided that this does not bring the difference between any two paired aspect scores (aspects of the same ability) to greater than four places. Anything that normally effects an ability score, will affect one or both of the corresponding aspect scores instead, as per DM's discretion. [color=blue]Ability Scores[/color] Whenever an ability score is required instead of a subability (eg. checking qualification for a feat pre-requisite), it can be calculated by taking the average of the two corresponding aspect scores (rounded down). Alternatively, (expecially in the case of feat pre-requisites) the DM may rule that both aspect scores must meet the pre-requisite. [color=blue]Determining Aspect scores[/color] Aspect scores must be determined at character creation time when ability scores are generated, before applying racial adjustments. Whatever method you use, scores for two paired aspects (of the same ability) may not differ by more than four places. There are four simple methods offered here. [color=blue]Rolled[/color] When rolling ability scores, replace one d6 with two d6's of a differing colour. One of these d6's is used for one aspect, and the other for the other aspect. Exception: Since aspects cannot be more than 5 places apart, if these two d6's roll 1 & 6, treat as 2 & 6 instead. The player may choose which aspect in a pair gets the higher value. Example: If using 4d6 (sum the best 3) to roll an ability score, then you would roll 3d6 (sum the best two) and add to each of 2d6. Thus a roll of 5,4,2, 3&1 would result in scores of 12&10 (5+4+3 & 5+4+1). This is the usual method for using rolled ability score generation methods, such as the default method (PHB), or the organic method (DMG). [color=blue]Point Buy[/color] The point-buy total available is doubled, and each aspect score is purchased individually. However, the constraint that no two paired aspects may be more than four places apart remains. This is the usual method for point-buy ability score generation. [color=blue]Allocation[/color] Generate the six ability scores normally. For each ability score, refer to the following table and select a pair of scores to assign to the corresponding aspect scores. |
| #2zombiegleemaxMar 31, 2004 4:11:05 | I have the following modifications that I would like to consider: Dexterity: Move Initiative Checks from Agility to Aim for balance purposes. However, I cannot see a logical justification for this. Dexterity: Move Hide Skill Checks from Agility to Aim for balance purposes. Basically, this is because hiding is done while stationary, not when moving, so agility doesn't seem to fit. Aim (hand-eye co-ordination) requires concentration, and so does remaining still while hiding. Which is why I see it as more appropriate. Constitution: Health looks a bit sparse since it only effects Fortitude Saves, but nothing else seems to fit. Intelligence: Reason I have considered renaming to Logic because the abbreviation "log" looks nicer than "rea". However, I don't think it is really necessary. Charisma: Move Intimidate Skill Checks and Perform Skill Checks from Confidence to Communication and Handle Animal Skill Checks from Communication to Confidence. The reasoning is that communication would be more about interpersonal skills, and allows for the hermit that understands and relates well to animals, but is a complete social clutz. Animals see who you really are (your self-confidence) and aren't fooled by masquerades. Charisma: Confidence could use a better name, but all I can think of is Self and that just doesn't seem right. ========================== Well, that is it for my musings, but unless someone gives me a convincing rationale to apply some of the above modifications, or another completely different modification, I will likely leave it as it stands. |
| #3crashy75Apr 16, 2004 1:34:13 | I like what you've done here. Re: Init to Aim -- I see your dilemma here. Perhaps you could rename aim : brainstorming: Coordination Syncrinization Hand-Eye Sync Accruacy Health does look a little sparse. I wouldn’t' take anything from fitness though. |
| #4totoroApr 30, 2004 22:36:04 | I'd give a +1 ability aspect bonus every 2nd level instead of +1 to 2 ability aspects every 4th. |