Showing posts with label Ability Scores. Show all posts
Showing posts with label Ability Scores. Show all posts

13 November 2023

Delvers and Denizens: Experience Adjustments

Go to the Delvers and Denizens Index


It occurred to me the other day that I've written up and been using rules that I haven't talked about here. My ideas around these posts is to catalog my thought process and the context behind my rules, as I'm writing the rules strictly as a technical or reference manual with the assumption that anyone using them already know how to play the game. I've been thinking of eventually collecting these posts in a sort of designer's notes sort of document or book to go along with the actual rule books.

On to today's topic, I have modified how the adjustment applied to a PCs experience is calculated. the idea behind it was spurred on by this post by JB. Essentially instead of lowering the values of one ability score to raise the score a PC prime requisite as outline in BX, use those other scores to give a bonus to the XP gained based based ont eh prime requisite.

I've cleaned it up into a chart in my rules, each class has a 1st(prime) requisite, a 2nd(secondary) requisite, and a 3rd(tertiary) requisite, and they each give a different bonus or penalty as follows:


Ability Score |Prime Adjustment |Secondary Adjustment |Tertiary Adjustment
3-5-20%-10%-5%
6-8-10%-5%-3%
9-12+0%+0%+0%
13-15+5%+3%+1%
16-18+10%+5%+3%






the percentages are based on the original number in BX/BECMI, just extrapolated out to all 3 values. For the original 3 classes, followed by the thief in greyhawk, each requisite and its ranking was laid out inthe text, and for other classes such as elves and gnomes I base it on the prime req and required ability scoresin BX, and what if feel fits for the class. Below are the vaious reqs for each class as they are in their class descriptions:


Class |Prime Ability |Secondary Ability |Tertiary Ability
FighterStrengthIntelligenceWisdom
Magic-UserIntelligenceWisdomDexterity
CericWisdomIntelligenceStrength
RogueDexterityWisdomIntelligence
Sylvan ElfIntelligenceStrengthWisdom
Water ElfStrengthIntelligenceWisdom
Mountain GnomeStrengthDexterityWisdom
Garden GnomeDexterityStrengthWisdom
Forest GnomeDexterityIntelligenceWisdom









Using this means that each PC will have a customized xp adjustment and that more than one stat is important for each class. A fighter without a high stregth can make up for it with a high intelligence. It's not a huge change to the game, but I like how it shows the benefit of a well rounded character. This also takes away the choice of fiddling with your ability rolls; you just get what you roll and that's that.

13 June 2020

Demi-human Ability Score Rolls


By the book in Classis D&D a player rolls 3d6 in order for thei ability scores and then can buy points in their prime requisite if certain scores are high enough; and a demi-human can only be played if certain scores are greater than a 9. So I'm generally okay with this, yet I want an option for rolling stats after a player chooses to play a non-human. I'm going to be using a few different sources to determine the maximum and minimum and desired average of ability scores, and then come up with a die combination that hews closely to these numbers. If I don't mention an ability score for a race, then the player should roll 3d6 for that ability as normal.

First, I came across something interesting when reading through the Companion player rules. On page 6 under the knockout section, it tells us to estimate an opponents constitution score as twice their dice if their score isn't already known. My first instinct is to use this for an average of score based on each race's monster entry, but this won't work as all because demi-humans HD are usually 1 or 2. Maybe if I use the HD of the leaders in the description? Something I'll think about.

Starting with the Elf; in Classic an Elf needs requires a minimum of 9 Intelligence, and from the Master Set we know they also have an average of 13. Now in Classic, every mortal character is limited to a maximum of 18 in any ability, whether or not they have a higher minimum or average than a human. However, I'm going to be referencing AD&D to look at other differences between humans and demi-humans, and that includes changes to maximum ability scores. When AD&D gives a PC a +1 to an Ability during character creation, I'm going to interpret that as an increase in the average of that score, as opposed to a straight +1. AD&D presents seven different types of Elf: High Elf, Gray Elf, Wood Elf, Wild Elf, Dark Elf, Valley Elf, Aquatic Elf, and Valley Elf, with High Elf being the default in the PHB. Each of these has different Ability Score adjustments, except for the Aquatic and Valley Elves who have the same adjustments as the High Elves.  I'm just going to present what each race gets to roll, and maybe some notes behind my reasoning if necessary.

High, Valley, and Aquatic Elves get to roll: Intelligence 2d6+6 (8-18, 13 mean), Dexterity 3d5+4 (7-19, 13 mean), Constitution 3d5+3 (6-18, 12 mean), Charisma 2d6+6 (8-18, 13 mean)
Gray Elves: Intelligence 2d6+7 (9-19, 14 mean), Dexterity 3d5+4 (7-19, 13 mean), Constitution 3d5+3 (6-18, 12 mean), Charisma 2d6+6 (8-18, 13 mean); I'm interpreting these as the standard BECMI elves because in my Dad's games, he always told us our PCs were gray elves. Also all our Elven PCs were from Karameikos, so other places could have different types of Elves, Alfhiem would have Wood Elves, Wendar would have High Elves, etc.
Wood Elves: Strength 2d8+2 (4-18, 11 mean), Intelligence 2d6+5 (7-17, 12 mean), Dexterity 3d5+4 (7-19, 13 mean), Constitution 3d5+3 (6-18, 12 mean), Charisma 2d6+6 (8-18, 13 mean)
Wild Elves: Strength 2d4+1d8+2 (5-18,  11.5 mean), Intelligence 2d6+6 (8-18, 13 mean), Dexterity 3d5+4 (7-19, 13 mean), Constitution 3d5+3 (6-18, 12 mean), Charisma 2d6+6 (8-18, 13 mean)
Dark Elves: Strength 2d3+1d4+4 (7-14,  10.5 mean), Intelligence 2d3+1d4+8 (11-18, 14.5 mean), Wisdom 3d4+6 (9-18, 13.5 mean), Dexterity 2d4+12 (14-20, 17 mean), Constitution 4d4 (4-16, 10 mean), Charisma 3d4+6 (9-18, 13.5 mean)
Shadow Elves: Strength 2d4+1d6 (3-14,  8.5 mean), Intelligence 3d4+6 (9-18, 13.5 mean), Wisdom 2d8+2 (4-18, 11 mean), Dexterity 3d5+4 (7-19, 13 mean), Constitution 3d5+4 (6-18, 12 mean), Charisma 2d6+6 (8-18, 13 mean); I gave them the same maximum strength as the Drow because they are described as smaller and weaker than the surface elves, an intelligence with a minimum of 9 to match the gazetteer but without the extra boost gray elves get, instead shadow elves get a small boost to wisdom to reflect the presence of shamans in their culture.

Dwarves are described with three different types in AD&D: Hill Dwarves, Mountain Dwarves, and Gray Dwarves, but they aren't differentiated by their ability scores. So that just leaves one stat line for all Dwarves. In Classic Dwarves need a minimum of 9 Constitution while in AD&D the minimum is 12, so I think I will just go with the higher score. Also they are listed with an average Intelligence of 10 in the Master set, which is the same as humans with 3d6, so we'll leave that alone.

Dwarves: Strength 2d6+6 (8-18, 13 mean), Constitution 2d3+1d4+9 (12-19, 15.5 mean), Dexterity 2d8+1 (3-17, 10 mean), Charisma 2d4+1d8 (3-16, 9.5 mean)

Halflings again are described with 3 types, the Hairfoot, the Tallfellow, the Stout, and there areno definitive differences between them, but there is mention of Tallfellow and Stout Halflings with an 18 instead 17 Strength. In Classic D&D Halflings need a minimum of 9 in both Dexterity and Constitution. I think I'll make the 9 Dexterity apply only to the Hairfoot, and leave the 8 minimum from AD&D to make up for the greater strength of the Tallfellow and Stout. In the Master set Halflings are also given an average of 11 Intelligence, which is covered by the 6-18 range given them in AD&D.
   
Hairfoot Halflings: Strength 2d4+1d6+3 (6-17,  11.5 mean), Intelligence 3d5+3 (6-18, 12 mean),  Wisdom 2d8+1 (3-17, 10 mean), Dexterity 3d4+6 (9-18, 13.5 mean), Constitution 3d4+7 (10-19, 14.5 mean)
Tallfellow, and Stout Halflings: Strength 3d5+3 (6-18, 12 mean), Intelligence 3d5+3 (6-18, 12 mean),  Wisdom 2d8+1 (3-17, 10 mean), Dexterity 2d6+6 (8-18, 13 mean), Constitution 3d4+7 (10-19, 14.5 mean)

In Classic D&D gnomes are mechanically identical to dwarves, except in the Master set their Intelligence is rated at 11 instead of 10, which fits the range given by the AD&D PHB. And the Deep gnome also doesn't seem to have any differences as far as Ability Scores go.

Gnome: Strength 3d5+3 (6-18, 12 mean), Intelligence 2d4+1d6+4 (7-18,  12.5 mean), Constitution 2d6+6 (8-18, 13 mean)

Orcs don't have any official stats in AD&D, but I'm of the opinion the Half-Orc is really a stand-in/excuse to allow those players who have the desire, to play an Orc without playing a 'monster'. So I think the Ability Scores for the Half-Orc work fine for Orcs. In Classic all we know is that they have a low Intelligence average of 7, which works is going to require some adjustment because the average in AD&D is 10. In the Master set we are told that monsters with 6-8 Intelligence can deviate +or- 3 point from their average Intelligence, so that sets the maximum at 10 instead of 17. Maybe if we switch the ranges for Intelligence and Wisdom from AD&D, so the Intelligence is low and the Wisdom is average; yeah I think that works. And that allows them to have Shamans, but not Magic-Users.

Orc: Strength 3d5+3 (6-18, 12 mean), Intelligence 2d4+1d6 (3-14,  8.5 mean), Wisdom 2d8+1 (3-17, 10 mean), Dexterity 2d4+1d6 (3-14,  8.5 mean), Constitution 2d4+11 (13-19, 16 mean), Charisma 3d4 (3-12, 7.5 mean)

Any Stats for Further monstrous humanoids aren't available in AD&D, but we do have their Intelligence scores from the Master Set. I also think the default HD of the monster gives us an idea of their relative Constitution scores, and we can infer the average Strength from any bonuses to damage they may receive.

Goblin: Intelligence 2d4+1d6 (3-14,  8.5 mean), Constitution 2d4+1d6 (3-14,  8.5 mean)

Hobgoblin: Constitution 3d4+6 (9-18, 13.5 mean)

Gnoll: Strength 2d3+1d4+8 (11-18, 14.5 mean), Intelligence 3d4 (3-12, 7.5 mean), Constitution 2d4+12 (14-20, 17 mean)

Lizardman: Strength 2d3+1d4+8 (11-18, 14.5 mean), Intelligence 2d4+1 (3-9, 6 mean), Constitution 2d4+12 (14-20, 17 mean)

Kobold: Strength 3d4 (3-12, 7.5 mean), Intelligence 2d4+1d8 (3-16, 9.5 mean), Constitution 2d3+1 (3-7, 5 mean)

Mostly satisfied with the results, but the minimums to Strength for Halflings and Gnomes doesn't really make sense to me. I know Dwarves are supposed to be sturdy and strong for their size, but Halflings? If I were to keep those minimums I would implement a rule I used for my own RPG system. Each Ability was composed of 3 components; Strength included mass, stamina, and size, where size was directly proportional to height in feet. So a human had a minimum of 7 Strength, 5 from size and 1 from each of the other components. It would probably be easier and more in the spirit of Classic D&D to just axe those minimums and let Halflings and Gnomes start at 3 Strength like everyone else.