Originally Posted by my word document
Introduction to the ConceptIn the player’s handbook, six basic ability scores are given: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. These are indicative ability scores, from which all other attributes about a character – all of their capabilities – are derived from. These are the best indicators of exactly what a person can or cannot do, and often works that try to add to these often overly complicate the rule systems they attempt to enhance – they place scores where none are needed. That said, in addition to the six prime (or "base"), or indicative ability scores in the player’s handbook, I make use of three derivative ability scores: Beauty (or Appearance), Luck (or Fate), and Power (or Competence). As derivative scores, these are not meant to replace or even really augment any game mechanics, but rather mostly for use in how a character is perceived by others: is she thought of as beautiful, powerful, or fated to survive?
Brief description of doing without and reasons for using.First, these are not meant to replace the ability scores found in the Player’s Handbook. Each of them is strictly derivative – they rely on the indicative scores to be derived. These scores are meant more to be used for the GM and Players to better facilitate role playing rather than game mechanics. That said, some feats and special abilities can be made to make use of them. If there is no place for derivative ability scores in your game, then do not make use of them. Appearance is the most easily replaced by using charisma. Luck can generally be replaced by dexterity or wisdom. Power can most often be replaced by strength or intelligence. Unlike regular ability scores, these cannot be increased every four levels. They are strictly derivative from other ability scores, meaning that as those improve, these will as well.
Brief explanation of determining them.To determine a derivative ability score, first a character must have all of their indicative ability scores rolled and assigned. Once the six primary ability scores are determined, derivative ability scores can be generated. Take two relevant ability modifiers from the six primary ability scores of your choice, add them together, and add ten. This will grant you a derivative ability score. Each ability modifier can only be used once to create derivative ability scores. In other words, once a primary ability modifier has been used in one derivative ability score, it can’t be used for another. After developing all three ability scores, you may increase the derivative scores – and only the derivative scores – from a pool of 1d3 points plus a number equal to their level adjustment (not racial HD). Each point spent on one derivative ability score is unavailable for the others, however. In general, this is similar to making a modified average of two preexisting scores, though there can be some significant differences in scores by average.
Beauty or AppearanceBeauty (or Appearance): This is the physical appearance a person has, the attractiveness that they exude before anyone interacts with them. Ultimately, physical beauty is not charisma. Someone can look rather unattractive, yet be quite persuasive: former President Abraham Lincoln, Cleopatra, or a scarred orc warlord, for example, are not beautiful persons. Others can be incredible sights to behold, but have no persuasive ability whatsoever: that Wench at the bar, Paris Hilton, or Fabio, come to mind. Still, those who are truly charismatic do at least care for their physical cleanliness and a moderate amount of their appearance. To derive appearance, choose one of Strength (for well built muscular structure) or Dexterity (for swift, graceful movements) and one of Intelligence (for well-used lexicon, fashion knowledge, and a clever ‘look’) or Charisma (for all-around personality manifested in the flesh). When you have chosen one physical ability score and one mental ability score, add them together plus ten and any other bonuses, and you have your appearance. Alternatively strictly use charisma along with strength or dexterity to show physical beauty characterized by muscular development or toning.
Power (or Competence)Power (or Competence): Power is the seeming ability to get what you need done, regardless of any difficulties such a problem presents. Usually the ability to handle problems – whether by overcoming through sheer force or enduring problems that would be far too grueling to others – comes with some measure of respect for competency in a chosen field, but that respect does not automatically translate into authority or persuasiveness. Examples include boxer who persists through all challengers, or the wizard who holds the keys to the universe in his books. To derive a powerful person, whether magical or mundane, choose one of Strength (to brute-force your way through problems) or Constitution (to endure setbacks and still persist) and Intelligence (to derive logical solutions for the most difficult problems that arise) or Wisdom (to be aware of the right thing to do in any issue that comes up). When you have chosen one physical ability score and one mental ability score, add them together plus ten and any other bonuses, and you have your power. Alternatively strictly use intelligence along with strength or constitution to show sheer mental ability backed up by physical brawn or endurance.
Luck (or Destiny)Luck (or Destiny): Luck – also often called Destiny – is all about the perception of some greater destiny involved. Not usually a moment-to-moment description, a person's luck is really the appearance of the broad flow of a person’s life: the general tendencies that are in store for them. Whether accurate or not, some have even likened luck to a person’s lifeline or lifespan – when one’s time is up, it’s up, but not ever before. This, really, is what is described by this ability – the fact that regardless of anything else, a person continues to escape death or make it through the tragedy… this time. It’s not their destiny, it’s often said, to die here and now. Tomorrow, maybe, but not today. To derive how “destined” a person seems, how much “luck” they apparently have, choose one of Constitution (to fortunately survive that wound) or Dexterity (to miraculously be out of the way when that explosion goes off) and one of Wisdom (to clearly recognize danger when it arises, and the proper response) or Charisma (to be able to get what you need when you need it). When you have chosen one physical ability score and one mental ability score, add them together plus ten and any other bonuses, and you have your Luck. Alternatively strictly use wisdom along with constitution or dexterity to show a clear understanding of one’s ‘destiny’ fortified by able body or quick reactions to work within it.
These ability scores are presented here so as tools for GMs and players alike to be able to play how others perceive a character whether player character or NPC, in various ways. Further, this tool can be used in any campaign and any setting as a way to help role play and develop the world at large and the people within it.
Break Downs by Ability ScoreAppearance, Beauty, Sexiness:
Strength or Dexterity
Intelligence or Charisma
Competence, Power, Reliability:
Strength or Constitution
Intelligence or Wisdom
Destiny, Luck, Wyrd:
Constitution or Dexterity
Wisdom or Charisma
Strength: Beauty or Power
Constitution: Power or Luck
Dexterity: Beauty or Luck
Intelligence: Beauty or Power
Wisdom: Power or Luck
Charisma: Beauty or Luck
|