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rules:attributes [2025/06/18 22:25] – Ron Helwig | rules:attributes [2025/07/09 23:42] (current) – Ron Helwig | ||
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- | << rules:start ^ rules:start ^ rules: | + | << rules:what_is_a_rpg |
- | ====== Attributes ====== | + | |
- | This system uses the six standard D&D attributes: | + | # 🧠 Attributes |
- | * **Strength (STR)** – Physical power and raw muscle | + | This system uses the six standard D& |
- | * **Dexterity (DEX)** – Agility, balance, and precision | + | |
- | * **Constitution (CON)** – Endurance, toughness, and stamina | + | |
- | * **Intelligence (INT)** – Logic, memory, and learning | + | |
- | * **Wisdom (WIS)** – Perception, intuition, and willpower | + | |
- | * **Charisma (CHA)** – Presence, confidence, and influence | + | |
- | These attributes define your character’s core physical | + | - 💪 **Strength (STR)** — Physical power and raw muscle |
+ | - 🎯 **Dexterity (DEX)** — Agility, balance, and precision | ||
+ | - 🛡️ | ||
+ | - 🧠 **Intelligence (INT)** — Logic, memory, and learning | ||
+ | - 👁️ **Wisdom (WIS)** — Perception, intuition, and willpower | ||
+ | - 🗣️ **Charisma (CHA)** — Presence, confidence, and influence | ||
- | ===== Generating Attributes ===== | + | These six attributes define your character’s **core physical and mental traits**. However, unlike in traditional D&D, this system does **not use modifiers** based on these attributes. Instead, it uses the **raw attribute scores directly** to calculate **Aspects**, |
- | The default method is to assign | + | --- |
+ | |||
+ | ## 🎲 Generating Attributes | ||
+ | |||
+ | The default method is the **Standard Array**: | ||
**15, 14, 13, 12, 10, 8** | **15, 14, 13, 12, 10, 8** | ||
- | This ensures that all players start on equal footing while still allowing room for character concept | + | Assign these scores to your six attributes however best fits your character concept. This ensures fair starting power with meaningful differences between characters. |
- | ===== Other Generation Methods ===== | + | > Some features, such as your **Body Type**, may adjust one attribute up by +1 and another down by –1 after this step. |
- | You may also use any of these alternatives, | + | --- |
- | * **Point Buy (5e-style): | + | ## 🎛️ Alternate Generation Methods |
- | * **Roll 4d6, drop the lowest:** Roll for each attribute, for a slightly higher-powered and more randomized character. | + | |
- | * **Roll 3d6 in order:** Classic old-school chaos. Strongly favors character-driven storytelling over optimization. | + | |
- | The system is flexible — as long as all players use the same method, it’ll stay fair. | + | Depending on your group’s play style or campaign tone, you can also use: |
- | ===== Why Attributes Are Not Used Directly ===== | + | - **Point Buy (5e-style)** — Spend 27 points for optimized character builds. |
+ | - **4d6, drop the lowest** — Classic " | ||
+ | - **3d6 in order** — True old-school chaos. Encourages creative character concepts over power builds. | ||
- | In this system, the true power of your attributes comes from how they **combine into Aspects**, which are used to make checks, perform actions, and determine what your character is good at. | + | As long as all players use the same method, the game will stay balanced. |
- | For example: | + | --- |
- | * STR + DEX = **Might** (used for jumping or melee attacks) | + | ## 🧮 Why Attributes Aren’t Used Directly |
- | * DEX + INT = **Finesse** (used for precision or tinkering) | + | |
- | See the [[rules: | + | This system emphasizes **combination over isolation**. |
+ | Instead of applying a modifier to a single stat, most actions are resolved by an **Aspect**, which is the combination of two attributes. Each pair reflects a different kind of skill or mindset. |