Aspects - Subabilities updated from 2E Skills and Powers

Post/Author/DateTimePost
#1

zombiegleemax

Mar 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:
  • Melee attack rolls.
  • Climb, and Swim checks. These are the skills that have Strength/Physique as their key aspect.
  • Carrying capacity (PHB pg 162)


[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:
  • Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength/Muscle bonus, while two-handed attacks receive one and a half times the Strength/Muscle bonus. A Strength/Muscle penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
  • Jump checks. This is the skill that has Strength/Muscle as its key aspect.
  • Break checks (for breaking down doors and the like).
  • Lifting and dragging (PHB pg 162)


[b]Dexterity--Aim:[/b] hand/eye co-ordination, manual acuity.
An expert marksman or sleight-of-hand artist has a good Aim score.
Determines:
  • Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
  • Attack rolls for melee weapons when using the Weapon Finesse feat.
  • Open Lock, Sleight of Hand, and Use Rope checks. These are the skills that have Dexterity/Aim as their key aspect.


[b]Dexterity--Agility:[/b] reflexes, reacting to stimuli, and maintaining balance
An acrobat or tightrope walker relies on his agility.
Determines:
  • Initiative rolls
  • Armor Class (AC), provided that the character can react to the attack.
  • Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
  • Balance, Escape Artist, Hide, Move Silently, Ride, and Tumble checks. These are the skills that have Dexterity/Agility as their key aspect.


[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:
  • Fortitude saving throws, for resisting poison and similar threats.


[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:
  • Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level). If a character’s Constitution/Fitness score changes enough to alter his or her Constitution/Fitness modifier, the character’s hit points also increase or decrease accordingly.
  • A barbarians fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution/Fitness modifier.
  • Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution/Fitness as its key aspect.


[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:
  • Decipher Script, Disable Device, and Search checks. These are the skills that have Intelligence/Reason as their key aspect.
  • The minimum Intelligence/Reason score needed to cast a wizard spell is 10 + the spell’s level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence/Reason modifier.


[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:
  • The number of languages your character knows at the start of the game.
  • The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
  • Appraise, Craft, Forgery, Knowledge, and Spellcraft checks. These are the skills that have Intelligence/Memory as their key aspect.
  • A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence/Memory modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
  • A wizard gains bonus spells based on her Intelligence/Memory score. The minimum Intelligence/Memory score needed to prepare a wizard spell is 10 + the spell’s level.


[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:
  • Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom/Intuition as their key aspect.
  • When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
  • Divine spellcasters get bonus spells based on their Wisdom/Intuition scores. The minimum Wisdom/Intuition score needed to prepare a divine spell is 10 + the spell’s level.


[b]Wisdom--Willpower:[/b] strength of will, determination, stubborness, commitment
Loyal to his beliefs, he resists interrogation and mind-effecting spells.
Determines:
  • Will saving throws (for negating the effect of charm person and other spells).
  • The minimum Wisdom/Willpower score needed to cast a divine spell is 10 + the spell’s level. The Difficulty Class for a saving throw against a divine spell is 10 + the spell level + the spellcaster's Wisdom/Willpower modifier.
  • A monk's quivering palm attack has a Fortitude saving throw DC of 10 + 1/2 the monk’s level + the monk’s Wisdom/Willpower modifier.


[b]Charisma--Confidence:[/b] self confidence, inner strength
With a forceful personality, he often takes a leadership or solitary role.
Determines:
  • Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma/Confidence as their key aspect.
  • Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.
  • When attempting to smite evil, a paladin adds her Charisma/Confidence bonus (if any) to her attack roll.
  • A 2nd-level paladin's saving throws (divine grace).
  • A paladin's Lay on Hands ability is based on her Charisma/Confidence bonus.
  • Sorcerers and bards get bonus spells based on their Charisma/Confidence scores. The minimum Charisma/Confidence score needed to know a sorcerer or bard spell is 10 + the spell’s level.


[b]Charisma--Communication:[/b] interpersonal communication, relating to others
Well versed in social graces, he is often well groomed.
Determines:
  • Bluff, Diplomacy, Disguise, Gather Information, and Handle Animal checks. These are the skills that have Charisma/Communication as their key aspect.
  • Checks that represent attempts to influence others.
  • The minimum Charisma/Communication score needed to cast a sorcerer or bard spell is 10 + the spell’s level. The Difficulty Class for a saving throw against a bard’s or sorcerer's spell is 10 + the spell level + the Charisma/Communication modifier.


[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.

Score Options Score Options<br /> 3: 3 &amp; 3 11: 11 &amp; 11, or 9 &amp; 13 <br /> 4: 4 &amp; 4, or 3 &amp; 6 12: 12 &amp; 12, or 11 &amp; 13 <br /> 5: 5 &amp; 5, or 4 &amp; 6 13: 13 &amp; 13, or 11 &amp; 14 <br /> 6: 6 &amp; 6, or 5 &amp; 8 14: 14 &amp; 14, or 13 &amp; 15 <br /> 7: 7 &amp; 7, or 6 &amp; 8, or 5 &amp; 9 15: 15 &amp; 15, or 13 &amp; 16 <br /> 8: 8 &amp; 8, or 7 &amp; 9, or 6 &amp; 10 16: 16 &amp; 16, or 15 &amp; 17 <br /> 9: 9 &amp; 9, or 7 &amp; 11 17: 17 &amp; 17, or 15 &amp; 18 <br /> 10: 10 &amp; 10, or 9 &amp; 11, or 8 &amp; 12 18: 18 &amp; 18
#2

zombiegleemax

Mar 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.
#3

crashy75

Apr 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.
#4

totoro

Apr 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.