In this installment I’m going to talk about attributes. Telharis
attributes are the same as Pathfinder ability scores in their purpose and use,
but differ in several key ways. First of all, there will be no separate score
and modifier; you simply have an attribute and add it directly to any relevant
rolls. The odd ability scores in Pathfinder were basically empty space; why use
two numbers when you can use one? There are then two choices to make—what is
considered the base or average score and what is the minimum score?
Basing the system around 0 as the average has the obvious
advantage that it’s fairly intuitive; someone who’s bad at something gets
penalties and someone who’s good gets bonuses. However, the worst possible
score is then some arbitrary negative number, and that seems rather inelegant.
The alternative is that the scale starts at 0 and only goes up: everyone gets
bonuses, but those who are good get bigger bonuses. This has some potentially
problematic implications for some of the system math (particularly damage and
hit points), but I think those can be dealt with.
With the minimum score established as 0, we must now
determine what constitutes an average human score. Two options jump out at me:
5, which maintains the status quo, or 10, which increases the distance between
the minimum score and the human average. In the context of skill checks, a
difference of 10 is the difference between reliable success (while taking 10) and
complete incapability. This seems about right for the difference between an
average person (10) and someone with a crippling disability (0-2). For a
reality check, let’s look at some actual skills. Based on the Pathfinder rules,
the average person should be able to climb “a surface with ledges to hold onto
and stand on, such as a very rough wall or a ship’s rigging”. That sounds like
something that someone with minimal strength (the key attribute for Climb)
would not be capable of doing. According to Pathfinder, an average person should
also be able to hear a creature walking within 10 feet. Someone with severely
impaired senses would probably struggle to do this. Finally, I want to compare
the effect of starting attributes vs. bonuses gained from leveling and
training. Characters gain between +1 and +2 to skills per level depending on
how heavily they focus on them. This means that, using 10 as a base, a level 6
or 7 character with a crippling attribute can perform actions based on that
attribute as well as an average level 1 character. For comparison, in a base 5
system this would happen around 3rd or 4th level, which feels a little too
early to me.
So, to clean all that up: Attributes range from 0 (crippling),
to 10 (average human), and technically have no upper limit, though scores above
20 should be highly unusual. The vast majority of humans have scores in the
range 5-15, with typical scores maybe even more tightly constrained.
More on attributes next time.
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