01-14-2022, 12:37 PM
(This post was last modified: 02-22-2022, 08:07 AM by Polyedit2000.)
Section 2: Stats and Modifiers
Some games will use Stats to give diversity to the players. Usually, players can modify these Stats before the game starts.
---
Stat-less: A game that does not depend on stats, usually focusing on narrative.
Two Stats:
-The two stats can be one scaled stat that opposes each other. For example, rolling low in Lasers and Feelings determines the success of a Laser action and rolling high would determine the success of a Feeling diplomacy, and the game ends if a place forces either "stat" to the extreme.
Tri-Stat:
--Body: Focused on physical activities like strength and moving.
--Mind: Focused on mental activities like intelligence and learning.
--Spirit: Focused on ideals like luck and determination, and may also include psychic abilities.
*Some games also use the low number of Stats to combine their scores for actions. For example, using determined Spirit to push beyond what the Body can normally do.
D&D Stats:
--Strength: How strong you are. Also affects most melee combat.
--Dexterity: How fast/steady you are. Also affects movement and ranged combat.
--Constitution: How resistant your body is.
--Intelligence: How knowledgeable you are on a topic like history and magic. Also affects spells based requiring study.
--Wisdom: How knowledgeable you are based on survival skills such as handling animals. Also affect spells that work with nature.
--Charisma: How good you are talking to people. Also affect spells that manipulate the mind.
Indirect Stats: Some games may let you alter these stats directly, though they are usually determined by the above stats or by other means.
--HP: How many hits you can take before you fall. This stat is usually determined by the class and Constitution/Body.
--MP/Spell Slots: How many spells you can cast within a certain time frame. This stat is usually determined by the class.
--Movement: How many spaces your character can move. This is usually determined by the race.
--Armor (AC): How much damage you resist, or in Dungeons and Dragons, the likelihood you can be hit. This is mainly determined by the type of armor worn:
--Damage: How much damage you can deal. This is mainly determined by the weapon equipped.
---
How to determine starting stats:
-Point Pool: You give players a number of points to invest into a stat.
-Dice Rolls: Stats are determined by dice, either assigning them as rolled or choosing which roll goes to which stat.
-Defects: Some GMs will offer additional points to players if they choose a drawback.
===
Modifiers: While some games will use the Stats directly, other games like Dungeons and Dragons translates the stats into a Bonus. For example, a person with a stat of 10 may have 0 bonus while a person with a stat of 30 maxes out at +10. In Dungeons and Dragons, the Bonuses are added to skills:
-On an attack, a Fighter can hit a goblin by rolling a d20 and adding his Strength to show his skill of weapons (roll of 10 + 3 Strength bonus beats the goblin's 12 AC). And his sword deals 1d8 damage to the goblin (roll of 6 + 3 Strength bonus = 9 damage)
In Dungeons and Dragons, there are also other modifiers. Some modifiers will affect a stat directly while other modifiers only modify "mini-stats":
-A Bard with +1 Charisma wears a Ring of Fancy that gives +2 Charisma and +4 Deception. He rolls a deceiving tale of 10 + 1 + 2 + 4 = 17 to woo a girl, but is unable to persuade a night with her on another roll of 10 + 1 + 2 = 13.
---
Skill Check "Accuracy"
Advantage: These are good positions and represented by rolling a dice twice, choosing the higher number. One example is a Barbarian's Rage, which gives them Advantage of Strength skills like combat. Another example is taking a turn to Aim, using the next turn to have Advantage.
Disadvantage: These are bad positions and represented by rolling a dice twice, choosing the lower number. One example is Disarming Shot, meaning that you are aiming at a smaller part of a body. Another example is being blinded while attacking.
Inspiration: An Advantage given by the GM for any dice check, ideally rewarded by impressing the GM through narrative actions or character development.
---
Success Modifier
Success At A Cost: If you are 1 or 2 points short of a DC, the GM can allow the action to happen but with a hindrance. For example, a roll of 13 against 13 AC allows the player to hit a goblin, but a roll of 12 can normally make the attack miss or have the goblin warn others as the attack hits him.
Degrees Of Failure: Some skill checks may have different results based on how far a roll is from the skill check, usually by a gap of 5. For example, if wooing a girl requires a DC of 15, a Barbarian may simply be turned away if he gets a roll of 13 or slapped if he gets a roll of 9.
-Criticals and Fails: As mentioned before, a 1 or 20 (or the min/max rolls) can have additional results, which can mark the difference between a pick lock not working (2) or breaking (1).
---
Note that, in some games, NPCs and enemies will also have these these Stats meaning they can also experience the same modifiers.
Some games will use Stats to give diversity to the players. Usually, players can modify these Stats before the game starts.
---
Stat-less: A game that does not depend on stats, usually focusing on narrative.
Two Stats:
-The two stats can be one scaled stat that opposes each other. For example, rolling low in Lasers and Feelings determines the success of a Laser action and rolling high would determine the success of a Feeling diplomacy, and the game ends if a place forces either "stat" to the extreme.
Tri-Stat:
--Body: Focused on physical activities like strength and moving.
--Mind: Focused on mental activities like intelligence and learning.
--Spirit: Focused on ideals like luck and determination, and may also include psychic abilities.
*Some games also use the low number of Stats to combine their scores for actions. For example, using determined Spirit to push beyond what the Body can normally do.
D&D Stats:
--Strength: How strong you are. Also affects most melee combat.
--Dexterity: How fast/steady you are. Also affects movement and ranged combat.
--Constitution: How resistant your body is.
--Intelligence: How knowledgeable you are on a topic like history and magic. Also affects spells based requiring study.
--Wisdom: How knowledgeable you are based on survival skills such as handling animals. Also affect spells that work with nature.
--Charisma: How good you are talking to people. Also affect spells that manipulate the mind.
Indirect Stats: Some games may let you alter these stats directly, though they are usually determined by the above stats or by other means.
--HP: How many hits you can take before you fall. This stat is usually determined by the class and Constitution/Body.
--MP/Spell Slots: How many spells you can cast within a certain time frame. This stat is usually determined by the class.
--Movement: How many spaces your character can move. This is usually determined by the race.
--Armor (AC): How much damage you resist, or in Dungeons and Dragons, the likelihood you can be hit. This is mainly determined by the type of armor worn:
--Damage: How much damage you can deal. This is mainly determined by the weapon equipped.
---
How to determine starting stats:
-Point Pool: You give players a number of points to invest into a stat.
-Dice Rolls: Stats are determined by dice, either assigning them as rolled or choosing which roll goes to which stat.
-Defects: Some GMs will offer additional points to players if they choose a drawback.
===
Modifiers: While some games will use the Stats directly, other games like Dungeons and Dragons translates the stats into a Bonus. For example, a person with a stat of 10 may have 0 bonus while a person with a stat of 30 maxes out at +10. In Dungeons and Dragons, the Bonuses are added to skills:
-On an attack, a Fighter can hit a goblin by rolling a d20 and adding his Strength to show his skill of weapons (roll of 10 + 3 Strength bonus beats the goblin's 12 AC). And his sword deals 1d8 damage to the goblin (roll of 6 + 3 Strength bonus = 9 damage)
In Dungeons and Dragons, there are also other modifiers. Some modifiers will affect a stat directly while other modifiers only modify "mini-stats":
-A Bard with +1 Charisma wears a Ring of Fancy that gives +2 Charisma and +4 Deception. He rolls a deceiving tale of 10 + 1 + 2 + 4 = 17 to woo a girl, but is unable to persuade a night with her on another roll of 10 + 1 + 2 = 13.
---
Skill Check "Accuracy"
Advantage: These are good positions and represented by rolling a dice twice, choosing the higher number. One example is a Barbarian's Rage, which gives them Advantage of Strength skills like combat. Another example is taking a turn to Aim, using the next turn to have Advantage.
Disadvantage: These are bad positions and represented by rolling a dice twice, choosing the lower number. One example is Disarming Shot, meaning that you are aiming at a smaller part of a body. Another example is being blinded while attacking.
Inspiration: An Advantage given by the GM for any dice check, ideally rewarded by impressing the GM through narrative actions or character development.
---
Success Modifier
Success At A Cost: If you are 1 or 2 points short of a DC, the GM can allow the action to happen but with a hindrance. For example, a roll of 13 against 13 AC allows the player to hit a goblin, but a roll of 12 can normally make the attack miss or have the goblin warn others as the attack hits him.
Degrees Of Failure: Some skill checks may have different results based on how far a roll is from the skill check, usually by a gap of 5. For example, if wooing a girl requires a DC of 15, a Barbarian may simply be turned away if he gets a roll of 13 or slapped if he gets a roll of 9.
-Criticals and Fails: As mentioned before, a 1 or 20 (or the min/max rolls) can have additional results, which can mark the difference between a pick lock not working (2) or breaking (1).
---
Note that, in some games, NPCs and enemies will also have these these Stats meaning they can also experience the same modifiers.