Notafish
2023-06-18, 03:24 PM
Context: This is part of an idea that I have been kicking around for a while for a 5e hack with no character classes, levels, or skills - basically, just using the ability scores as a shorthand for describing an action-hero character, and adding equipment and subsystems as needed to enable different settings or character concepts. The two implementations I have been considering are a lightweight Voltron/Super Sentai setting, and an ultra-low magic dungeon-crawler.
I'm not sure that using the 5e ability stats is the best choice for an original system, but I and many others are pretty familiar with it. I like DMing "d20+number" systems, but have a slight distaste for the extra delay that comes with waiting for people to see if they are proficient in a skill. It's also always bugged me that 5e stats range from 0-30 without really doing anything with that range (if not for tradition and the leveling system they could just be written as -5 to +10), so this is also a bit of a silly attempt at improving character sheet aesthetics.
The Basics
The 6 ability stats are divided into 3 groups: Reactive stats (Constitution and Wisdom), Action stats (Strength and Dexterity), and Mental stats (Intelligence and Charisma). The Innate statistics represent a character's ability to detect, avoid, and withstand the world around them. The Action stats represent a character's physical abilities and resistances, and the Mental stats represent a character's intellect and emotional intelligence. Player character statistics typically range from 8 to 18.
Most statistics are used in game in two different forms: the Total score (which usually represents a Target Number), and the Modifier (obtained by subtracting 10 from the Total), which is applied as a bodus or penalty to d20 rolls involving that statistic.
The Reactive Stats are presented first, since they are both primarily defensive statistics.
Constitution
Total: Constitution is a measure of endurance and resilience. Your Total Constitution score is your base Hit Point total. While hit points are positive, hits to your character cause superficial damage, or are simply close calls. When your hit points are reduced to 0, your character is Bloodied, which will have different consequences depending on the game you are playing. Being Bloodied might provoke an injury check, or induce new bonus/penalties for the character (including, potentially, death). Equipment like armor can increase your hit point total, and hit points (but not the effects of being Bloodied) regenerate quickly.
Modifier: Your Con modifier is applied to checks made to resist the effects of injury, fatigue or poison.
Wisdom
Total: Your Wisdom score represents awareness of surroundings and ability to remain calm in stressful situations. This translates to, essentially, your base Armor Class - a Target Number that enemies must overcome on their attacks before they can deal damage to you.
Modifier: Your Wis modifier is applied to checks made to locate hidden or obscured creatures or objects. In some fantasy settings or games with horror or intrigue components, it might also be used to resist psychic effects.
The Action Stats have a fair amount of overlap with regard to how they are used, differing mostly in terms of how their effects are described. The main mechanical difference is that Strength offers more options for controlling others in melee, while Dexterity offers more options for fine motor control and balance.
Strength
Total: Strength is a measure of physical ability and stability. The total strength score could translate to some measure of carrying capacity (although that's not something I usually track in my games), Strength can be used as a Target Number that enemies must overcome to force or restrict your movement.
Modifier: Your Str modifier is applied to all melee/thrown attacks, and can be applied to all tests of physical fitness.
Dexterity
Total: Dexterity is a measure of balance and fine motor control, but dextrous action characters usually demonstrate a fair amount of raw athletic ability as well. Dexterity can be used as a target number can be used as a Target Number that enemies must overcome to force or restrict your movement, provided you are capable of movement.
Modifier: Your Dex modifier is applied to all range attacks, light/finesse melee attacks, tests of agility, balance, or manual dexterity, and tests of physical fitness that do not involve moving another creature or a heavy load.
While I suppose Mental Stat totals could be used as defensive numbers in some game settings, the direction I went was to make the suggested use for the Total stat be a roll-under target number to be used for handling questions that would be likely adjudicated as Knowledge or Insight rolls in 5e. This has led me to re-interpret Charisma more as "generalized social competence" rather than "force of personality" or "attractiveness."
Intelligence
Total: Your Intelligence score represents a generalized level of fact-based knowledge. Some settings might have specific deep lore that can only be accessed by certain chaacter backgrounds/classes/builds, but as a general rule, your GM may ask you to roll Intelligence in response to a question related to lore, science, languages, or engineering. If your d20 result is lower than your Intelligence score, the GM will tell you what you know by answering your question truthfully. If your d20 roll is equal or greater to your Intelligence, the GM does not need to tell the truth, but is not required to lie.
Modifier: Your Int modifier is applied to attempts to research, gather, or decipher information.
Charisma
Total: You Charisma score represents an amalgam of social skills and ability to understand others. In situations where you are trying to understand another creature's motivations or intent, your GM may ask you to roll Charisma. If your d20 result is lower than your Intelligence score, the GM will tell you what you know by answering your question truthfully. If your d20 roll is equal or greater to your Charisma, the GM does not need to tell the truth, but is not required to lie.
Modifier: Your Cha modifier is applied to attempts to persuade, perform, or deceive.
Curious about impressions. Would this work as a framework for quick games where you just want to have a name, some stats and a background when making a character?
...or would the potential for lopsided dicerolling be too great?
What would need to be specified in rules built using this framework for player characters?
I'm not sure that using the 5e ability stats is the best choice for an original system, but I and many others are pretty familiar with it. I like DMing "d20+number" systems, but have a slight distaste for the extra delay that comes with waiting for people to see if they are proficient in a skill. It's also always bugged me that 5e stats range from 0-30 without really doing anything with that range (if not for tradition and the leveling system they could just be written as -5 to +10), so this is also a bit of a silly attempt at improving character sheet aesthetics.
The Basics
The 6 ability stats are divided into 3 groups: Reactive stats (Constitution and Wisdom), Action stats (Strength and Dexterity), and Mental stats (Intelligence and Charisma). The Innate statistics represent a character's ability to detect, avoid, and withstand the world around them. The Action stats represent a character's physical abilities and resistances, and the Mental stats represent a character's intellect and emotional intelligence. Player character statistics typically range from 8 to 18.
Most statistics are used in game in two different forms: the Total score (which usually represents a Target Number), and the Modifier (obtained by subtracting 10 from the Total), which is applied as a bodus or penalty to d20 rolls involving that statistic.
The Reactive Stats are presented first, since they are both primarily defensive statistics.
Constitution
Total: Constitution is a measure of endurance and resilience. Your Total Constitution score is your base Hit Point total. While hit points are positive, hits to your character cause superficial damage, or are simply close calls. When your hit points are reduced to 0, your character is Bloodied, which will have different consequences depending on the game you are playing. Being Bloodied might provoke an injury check, or induce new bonus/penalties for the character (including, potentially, death). Equipment like armor can increase your hit point total, and hit points (but not the effects of being Bloodied) regenerate quickly.
Modifier: Your Con modifier is applied to checks made to resist the effects of injury, fatigue or poison.
Wisdom
Total: Your Wisdom score represents awareness of surroundings and ability to remain calm in stressful situations. This translates to, essentially, your base Armor Class - a Target Number that enemies must overcome on their attacks before they can deal damage to you.
Modifier: Your Wis modifier is applied to checks made to locate hidden or obscured creatures or objects. In some fantasy settings or games with horror or intrigue components, it might also be used to resist psychic effects.
The Action Stats have a fair amount of overlap with regard to how they are used, differing mostly in terms of how their effects are described. The main mechanical difference is that Strength offers more options for controlling others in melee, while Dexterity offers more options for fine motor control and balance.
Strength
Total: Strength is a measure of physical ability and stability. The total strength score could translate to some measure of carrying capacity (although that's not something I usually track in my games), Strength can be used as a Target Number that enemies must overcome to force or restrict your movement.
Modifier: Your Str modifier is applied to all melee/thrown attacks, and can be applied to all tests of physical fitness.
Dexterity
Total: Dexterity is a measure of balance and fine motor control, but dextrous action characters usually demonstrate a fair amount of raw athletic ability as well. Dexterity can be used as a target number can be used as a Target Number that enemies must overcome to force or restrict your movement, provided you are capable of movement.
Modifier: Your Dex modifier is applied to all range attacks, light/finesse melee attacks, tests of agility, balance, or manual dexterity, and tests of physical fitness that do not involve moving another creature or a heavy load.
While I suppose Mental Stat totals could be used as defensive numbers in some game settings, the direction I went was to make the suggested use for the Total stat be a roll-under target number to be used for handling questions that would be likely adjudicated as Knowledge or Insight rolls in 5e. This has led me to re-interpret Charisma more as "generalized social competence" rather than "force of personality" or "attractiveness."
Intelligence
Total: Your Intelligence score represents a generalized level of fact-based knowledge. Some settings might have specific deep lore that can only be accessed by certain chaacter backgrounds/classes/builds, but as a general rule, your GM may ask you to roll Intelligence in response to a question related to lore, science, languages, or engineering. If your d20 result is lower than your Intelligence score, the GM will tell you what you know by answering your question truthfully. If your d20 roll is equal or greater to your Intelligence, the GM does not need to tell the truth, but is not required to lie.
Modifier: Your Int modifier is applied to attempts to research, gather, or decipher information.
Charisma
Total: You Charisma score represents an amalgam of social skills and ability to understand others. In situations where you are trying to understand another creature's motivations or intent, your GM may ask you to roll Charisma. If your d20 result is lower than your Intelligence score, the GM will tell you what you know by answering your question truthfully. If your d20 roll is equal or greater to your Charisma, the GM does not need to tell the truth, but is not required to lie.
Modifier: Your Cha modifier is applied to attempts to persuade, perform, or deceive.
Curious about impressions. Would this work as a framework for quick games where you just want to have a name, some stats and a background when making a character?
...or would the potential for lopsided dicerolling be too great?
What would need to be specified in rules built using this framework for player characters?