Thursday, September 14, 2006

Step 1 - Ability Scores

WARNING: Some of this is stream of conscious stuff, so expect grammar errors (or worse…rambling). I promise the SRD will be more detailed, structured, and nearly grammar error free.

I do not name (except in Section 15 of the license at the bottom) any of the titles of the OGL systems I am references. I do this because I don’t want to break the rules of the OGL by claiming any compatibility or using their PI. I just want you to understand that I’m not doing it out of a desire to take credit away from anyone, I’m just following the rules. If a publisher contacts me and says they want me to use the title, I’m game.


Ability Scores

The beginning of any good game system is its ability scores. They make or break anything your character tries to do.

Naming things: Should we call them Ability scores or something else? For example Stats, Attributes, or Characteristics? Remember all terms in the YourOGL SRD are supposed to be as setting neutral as possible and there is no rule that you can’t later change a term to better fit your setting (actually I encourage it). It is just recommended that you somewhere note the term change.


What Has Already Been

So, what has OGL already done?

Option #1

Most OGL games use the common 6 ability scores. Half deal with the physical side of your character and the other half deal with the non-physical side of your character.


Strength: Strength is a measure of sheer muscle power and the ability to apply it.

Dexterity: Dexterity is a measure of the character’s hand-eye co-ordination, agility, reflexes, and balance.

Constitution: Constitution determines your character’s endurance, health, and stamina.

Charisma: Charisma describes the character’s strength of persuasion, personality, and attractiveness (not necessarily physical).

Intelligence: Intelligence is a measure of the character’s reasoning, memory, and quick thinking.

Wisdom: Wisdom is a reflection of the character’s willpower, common sense, intuition, perception, and life experience.


Creation of the ability scores is typically done via a rolling method that usually isn’t OGC. In some point-based OGL systems, you can use points to buy them. The normal human range is 3 to 18. Each score has a corresponding modifier number: (ability/2) -5 [round result down]. This modifier number modifies (hence the name) skills checks, attack bonuses (Strength or Dexterity), Hit Points (Constitution), etc.

An example of point-based would be: All your ability scores default to 10, and you have 12 points to spend between your six abilities. You can also lower some abilities below 10 in order to gain additional points, earning one bonus ability point for each point you take away from one or more other abilities.

Alternatively, one point-based system rolls the ability scores by rolling four six-sided dice (4d6) and total the three highest results to determine the ability’s score.


Option #2

Some OGL system’s ability scores are nearly identical to the above, except the ability score is the modifier number, which tends to streamline things a bit. Also, how the ability scores effect combat is modified, but we will save that for a future discussion.

Option #3

One OGL game uses 12 ability scores in 4 groups:


Body Group: Stats dealing with physical health.

  • Constitution (CON): Your ability to shake off shock, poison, disease, and parasites. (An elderly gent might not be very Strong or Tough, but could have a health better than most twenty-year-olds!)
  • Strength (STR): Your ability to make physical efforts. This covers lifting, kicking stuff around, et cetera.
  • Toughness: How well built you are. How much damage you can take is derived from this.

Grace Group: Stats dealing with physical prowess.

  • Dexterity (DEX): Your physical prowess, as relates to 'active' uses. Thus, to hit someone in combat, you would use this stat.
  • Movement Speed (MOV): How fast you are. This is used for movement as well as initiative; faster people go first.
  • Reflexes (REF): Your response time; 'passive' uses of physical prowess fall under this attribute. This is used to avoid being hit in combat!

Mind Group: Stats dealing with mental prowess.

  • Charisma (CHA): Your charm, force of will, and social skills; how well you do in whatever part of society you live in.
  • Intelligence (INT): Education, cleverness, and the ability to learn come under this attribute.
  • Technical (TECH): Your ability to make fine manipulations is not the same as Dexterity, as this covers using tools and making adjustments. As this covers attention to detail, it also covers many 'mechanic' or 'technological' skills.

Spirit Group: Stats dealing with mental health.

  • Creativity (CRE): Your ingenuity and ability to act extemporaneously.
  • Gnosis (GNO): Gnosis covers your wisdom, insight, and perception: in other words, it's how 'clued-in' you are.
  • Willpower (WILL): Your determination and patience; how well you keep yourself together.


Option #4

BODY GROUP

The three attributes that define a character’s “body” or physical being are Health, Strength, and Reflexes.

Strength (STR)

Strength is the “Power” attribute for the Body Group. STR represents raw physical prowess, including the ability to lift, push and otherwise exert force.


Reflexes (REF)

Reflexes is the “Aptitude” attribute for the Body group. REF covers the character’s agility, coordination, reaction, and overall speed.


Health (HLT)

Health is the “Resistance” attribute for the Body Group. HLT reflects the character’s overall constitution, general health, resistance to disease, and overall fitness.


MIND GROUP

The three attributes that define the character’s “mind” or mental and emotional being are Presence, Intellect, and Will.


Presence (PRE)

Presence is the “Power” attribute for the Mind Group. PRE represents the character’s general personality, charm, charisma, and innate persuasiveness.


Intellect (INT)

Intellect is the “Aptitude” attribute for the Mind Group. INT represents the sharpness of the character’s mind, clarity of thought and overall alertness.


Will (WIL)

Will (abbreviated WIL) is the “Resistance” attribute for the Mind Group. WIL reflects the character’s mental strength, ego, and force of conviction.


Option #5

No Fixed Attributes. The GM chooses attributes that match the genre played and suit individual taste. A GM designing a simple game may choose only two attributes (Body and Mind, for instance), or may dispense with attributes entirely and have a character's abilities entirely defined by skills, gifts, and faults. Another Gamemaster may choose 6 attributes, or 10, or more. There are a lot of attributes to choose from.


Option #6

One OGL game uses Aspects instead of Ability scores.

Players pick one or more aspects to represent important elements of the character that can tie into the events of the phase.

Aspects are used to describe any element of the character. Aspects include things like attributes (Strong, Weak, Agile, Charismatic, Tough, Fast, Slow), descriptors (Dutiful Charming, Alert, Dramatic), careers (Knight, Mercenary, Musketeer, Cutthroat) or even ties to the setting (Merry Man of Sherwood, Initiate of the Blue Wind, Fiodario Fencing Academy). Aspects may be good, bad or both but they should always reflect some important element of the character.

Option #7

All characters and creatures have seven Characteristics/ability scores.

Strength (STR): A character’s brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.

Constitution (CON): A measure of the character’s health, Constitution affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.

Dexterity (DEX): A character’s agility, co-ordination and speed, Dexterity aids him in many physical actions, including combat.

Size (SIZ): This is an indication of the character’s mass and, like Strength and Constitution, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other Characteristics, a high score in Size is not always an advantage. While a large character can take more damage, a small character will have a much easier time when sneaking around in the shadows.

Intelligence (INT): A character’s ability to think around problems, analyze information and memorize instructions. It is a very useful Characteristic for characters interested in becoming accomplished spellcasters.

Power (POW): Perhaps the most abstract Characteristic, Power is a measure of the character’s life force and his personal force of will.

Charisma (CHA): This quantifies a character’s attractiveness and leadership qualities.


So, the basic difference here is that there is Size and that Wisdom (essentially) is called Power.


What I’m Thinking

Now let’s talk about what I’m thinking about doing with ability scores.

Option # 8 (Moderate Option)

First the more moderate route. The system would use a very similar system as Option #2. Everyone is used to it and this version is a little more streamlined by making the modifier number the actual ability score.

Option #9 (More Experimental Option)

Now for the more experimental option. It may be because I only recently discovered it (smell that ‘new car’ fragrance), but I’m leaning toward Option #3’s use of ability scores. Why? Ok, so it is 12 ability scores versus 6, but you can condense them to 4 for basic games and minor characters. A basic game would be truly streamlined, even more than Option #2 (4 vs. 6). While an advanced game would be even more specific on how you can modify your character. I would also like to use the modifier score as the number used for the ability scores, in the same way as Option #2 does, except in this case (if we go the Option #3 ability score route) it would be:

Ability Scores = 12 points divided between twelve abilities.

You have 12 points to divide among your character’s abilities, which all start at 0, neither a bonus nor a penalty. This means you can have +1 in all twelve abilities; +6 in one ability, 0 in five others, and +1 in the remaining six; or any combination adding up to 12.

If you choose to have a negative value in an ability, you gain bonus points to assign to your other ability scores. For example, if you give your character Strength –1, you have 1 more point to assign to ability (such as Intelligence). If your character has Strength –2, you have 2 bonus points, and so on. Characters cannot have abilities lower than –5, and abilities lower than –2 aren’t recommended unless the character is seriously deficient in that ability.

Want to make it more basic? Then use:

Ability Scores = 4 points divided between 4 ability groups (Body, Grace, Mind, Spirit).

To me that seems like a more streamlined version of an OGL game, which can both be used for a very basic game or a very advanced game. Heck, you can play a character using the basic four next to a character with advanced 12. The only problem would be that the basic character isn’t as flexible, which the whole reason why it is basic. A few sessions later a player can easily convert his basic character’s ability scores into an advanced character’s if desired.

Of course we could go really crazy and use something inspired by Option #7 and have it be really flexible. Depending upon the player group it could be adjusted to be 2 (Body & Mind), 4 (Body, Grace, Mind, Spirit), 6 (the standard), or 12 (Option #3). Of course, beginning costs and leveling up costs would have to be modified depending on which version someone is using.

Option #10 (Hmm…)

Ok, I just wrote all that and came up with another possibility. Depending on the difficulty level they could be adjusted to 2 (Physical & Non-Physical), 4 (Body, Grace, Mind, Spirit), or 8 (details below). Notice I changed the names from each stage so they don’t confuse. We are now missing the standard 6, but that may be ok.

The 8 options would be: Strength, Constitution, Dexterity, Reflexes, Intelligence, Charisma, Willpower, Gnosis

Body Group: Stats dealing with physical health.

  • Strength (STR): Your ability to make physical efforts. This covers lifting, kicking stuff around, et cetera. (This would give bonuses to melee damage, lifting capacity, and perhaps a bonus for parrying.)
  • Constitution (CON): Your ability to shake off shock, poison, disease, parasites, and how much damage you can take. (This would combine the usual benefits of CON and the Fortitude saving throw)

Grace Group: Stats dealing with physical prowess.

  • Dexterity (DEX): Your physical prowess, as relates to 'active' uses. Thus, to hit someone in combat, you would use this stat. (This would give you bonuses to hit in combat.)
  • Reflexes (REF): Your response time and generally how fast you are; 'passive' uses of physical prowess fall under this attribute. This is used to avoid being hit in combat! As well as movement and initiative. (This is your Reflex save combined with your bonus to defense and a little bonus to movement.)

Mind Group: Stats dealing with mental prowess.

  • Charisma (CHA): Your charm, force of will, and social skills; how well you do in whatever part of society you live in. (Bonuses to skills.)
  • Intelligence (INT): Education, cleverness, and the ability to learn come under this attribute. (Bonuses to skills.)

Spirit Group: Stats dealing with mental health.

  • Gnosis (GNO): Gnosis covers your wisdom, insight, ingenuity, and perception: in other words, it's how 'clued-in' you are. (This is some of your usual wisdom bonuses.)
  • Willpower (WILL): Your determination and patience; how well you keep yourself together. (This combines some of the usual Wisdom bonuses and the Willpower saving throw.)


Secondary Ability Scores (or whatever we want to call it):

Hit Points (This is your lethal damage.)

Stun Points (This is your non-lethal damage.) (Or should I stick with the usual subdual/non-lethal damage rules?)

Initiative (REF + GNO)

Luck/Action/Fate Points (GNO+WILL) More on these later.

Walk (30 + MOV), Jog (Walk x2), Run (Walk x4), Sprint, Swim, Leap

Soak (CON) This could be an optional rule where you have damage resistance against non-lethal damage.

Endurance (END) Another possible optional rule.

So, your usual twenty-sider saving throws would be handled by ability checks.

Sample Ability Check DC

Common, everyday task 0

Minor challenge, something you may have to do once per day 5

Difficult task, something the average person finds tough 10

Daunting challenge, rare for the common man and hard for a hero 15

Formidable challenge that even heroes find difficult 20

Almost impossible; none but the mightiest have a chance of success 25


Feats could give some bonuses, while we could add the optional Ability Strain rule.


STRAIN AND ABILITY CHECKS

Since ability score bonuses remain relatively static, it is difficult for players to find ways to improve them. Even if you limit yourself to a narrow range of Difficulty Classes, the

players may fail ability checks more often than they succeed at them without many options to better their chances.

To solve this problem, each ability check type includes a new option called strain. In return for a persistent drawback of some sort, you can gain a bonus to an ability check. For example, you can push your body to the point of injury when attempting a Strength check. In this case, you gain a bonus to your check in return for suffering hit point damage. The ability score checks all have similar options that allow you to weigh drawbacks against the benefits of a bonus.

Alternatively, we could not use ability score checks and instead do all checks using secondary ability scores (saving throws, etc), skills (Fortitude skill check, etc.), or combination of the two. If everyone hates the idea of blending saving throws into ability scores, then I would prefer turning them into skills. I would really like to streamline them somehow.

One thing I like about this version is it seems rather balanced. With 8 there is an external(offense)/internal(defense) dynamic between each two. The 4 seems very balanced, just not as easy to build a unique character. Of course 2 is very, very basic, but that is the point.

Option # 11

Ok, one last possibility (not sure about this one) would be 2 (physical, non-physical), 6 (standard), 12. OR…the 2, 4, and 8 that I mentioned above with 6 stuck in the middle for you guys that just have to have the standard 6 (to fold or not to fold the saving throws, that is the question).

Final Comments

Hmm…so what do you think? I’ve presented 11 options, plus minor variations. I think this method of creating YourOGL may truly be great fun. Not only does it let you see how it is created and give your opinions before anything is set in stone (you’re my reality check on this stuff), but I’m finding that by writing all this down I’m coming up with new ideas every minute.

Option #10 (2, 4, 8) is pretty radically different, but it does streamline the ability scores and fold saving throws into them. It makes ability scores even more important and it allows you to compress or decompress them depending on how complicated you want it. Let me know what you think.

I know that some of you will want to stick with the exact same ability scores as the original SRD. But don’t automatically default to that option because it is something you are used too. Definitely don’t go that way out of a desire to make this game 100% compatible to other OGL systems. The only OGL game 100% compatible is that same OGL game. A character created in one OGL game will always be more powerful (or less powerful) level-by-level than one created in another OGL game. I want this game to build upon all the excellent OGL material out of there, but it needs to also stand alone and be its own game.


Next: I’ll absorb your feedback, and then move forward to the details on beginning character creation (specifics on the ability scores & point-based vs. class-based).

Until next time…Marx out.


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