Agreed. Thus my proposal of the SAME system, reskinned to Strength Dexterity Intelligence WisdomJudging__Eagle wrote:No, no tying of stats to abilities.
That's wrong for organic characters, and bad for the game. What if someone wants to make a fat character that bounces through a crowd? Your ability is suddenly locking them out, and a new ability needs to be made to accomodate fat, or smart, or wise or forceful or just plain strong characters.
Eh, semantics.Your Stats are other things. I'm even keen on getting rid of the Intelligence stat; replace it with Education; info your character knows, that you don't. Players and characters are "equally" intelligent.
If we're going more generic, wouldn't it just be a good idea to just have the skills play off of your ability score? Again, kinda like what was suggested for Four Stat. We could always make saves a function of the attack, keeping a good thing from 4e.Also, let's get rid of Skill Points, Hit Die and Saves.... well, maybe not saves.
Skills come in Tiers; every character gets say.... 5 skills at "their level" in bonus; and the same amount in 3/4 their level (rounded up); the rest are always 1/2 their level.
I'm not feeling this as much. Wound Levels are nice, but the Ability = Wounds could make combat Rocket Launcher Tag at low levels, and if we give out abilities one per level up, that could be a long period of easy death. Granted, 3e showed that this might not be a bad thing.Your "level" is linked to your total Wound Levels.
On Hit Dice:
Instead of Hit Dice; let's go Wound Levels.
A mechanic that I was thinking is this:
A Creature's Wound levels is Equal to their total amount of Abilities.
Also, if we want to move away from scaling HP scores, a flat wound setup would be nice. Something like 7-10?
Wait, are you saying that the item unlocks a special subability of a given ability. or that the item itself has powers? If we go with your damage setup, the latter may be preferable. I.E., the normal for a horse item is "move and attack", while the normal for a Portal Gun is "Anklet of Translocation"One "readied slots":
A character has all of their abilities, all the time. They can only ready 2 items; so they tend to pick abilities that synergize with their chosen item.
Many abilities need no items. I'm thinking that an ability will be one of the "main" types of abilities; and if you use an item, you get a secondary ability from an other type.
So; the "movement" ability that was outlined, is strictly that. But if an item is used (anything from a Portal Gun, to charging with a horse could be used as an "item" for attack and motion abilities; but so could a "grease" spell, or something.), then the character can also attack when using the ability.
Sounds good. 3 abilities + 2 items seems like a nice set of abilities to start with. Total of 8 innates readied?One Ability amounts:
Not a lot. You get 2 at level 1; maybe 3... yeah, 3 at level 1. Every level you get 1 more ability.
This is cool too. I'm partial to the Four Stat method of d20 + relevant stat to hit an AC of 8 + relevant stat, then getting the soak.Dealing and Taking Damage:
Your abilities do a number of Wound levels equal to your total abilities, Plus your Offense score.
You roll against your target.
They roll their total amount of abilities, plus their Defense score.
The result is the difference in damage.
I'm thinking that d6's or d4's are the dice used for combat.
This is kinda contradictory to the "all abilities, all the time" idea. I'd rather have the ability disable be a function of another ability of say, Special tier than a natural function of getting winged. A straight penalty to rolls after a certain point in wounds seems workable.Taking damage:
When you lose a wound level, you also lose an ability for that battle. The person that takes damage chooses which ability is shut off.
That's the penalty that we'll apply, people will want to apply wound levels on many targets at some times, and a few targets at others.