Hmm. RUclips recommended me this vid. May be do to me searing how to create TTRPGs the other day. Anyway glad to have found the channel. I shall keep an eye out for more vids.
Glad to have you here! If you're looking for other channels that are good for TTRPG perspective and design, I recommend MCDM, Deficient Master, The Dungeon Coach, and Dungon Craft. In that order of usefulness, in my opinion. If you want easy mode, there's also my book: ruclips.net/video/sttLVaQUncE/видео.html
These ideas are interesting but seem more suited for an older style of play, which I'm not sure if that's what you're going for. I use ability resources that are based off the score rather than the modifiers so the scores have more meaning. Strength Score is equal to the number of items you can carry. Dexterity Score is Stamina, which can be used to make an extra weapon attack, move further, dodge, hide, or dash. All of which have varying costs. Constitution Score is Energy, which can be used to regain hit points, restore Stamina, and remove exhaustion. Intelligence Score is Focus, which can be used to identify specific stats about other creatures, such as ability scores, resistances, vulnerabilities, hit dice, and more. Wisdom Score is Fortitude, which can be used to reduce stress and restore Focus, Diplomacy, and Energy. Charisma Score is Diplomacy, which can be used to increase your relationship status with NPCs, making yourself appear more likeable. Then I have 4 more Ability Scores that aren't common in TTRPGs Honor Score is Warcraft, which can be used to command soldiers, raise morale, and train and rank up soldiers or militia. Sanity Score is Resolve, which determines how much stress your character can take before becoming irritated, anxious, or even go completely insane (such is the case when coming in contact with demons). Appearance Score is Likeability, which can be used to nonmagically charm NPCs or increase loyalty to you or your party. And finally Magic Score is Magic Power, which is used in place of Spell Slots and regenerates over a long period of time, rather than all at once after finishing a day's rest.
"These ideas are interesting but seem more suited for an older style of play, which I'm not sure if that's what you're going for." --That is, in fact, very much what I am going for. You could consider many of these ideas as "OSR adjacent", though they really don't qualify as OSR. I like the ideas you propose with the ability scores listed here. My book actually lists 12 scores, stating to use only those which fit well with your game/story. It looks like your versions of Strength, Resolve, Appearance, and Magic all have analouges with my own. Likewise, your version of Constitution is very similar to what I describe as "Resilience". I'd love to hear more about your Dexterity/Stamina option. I've struggled to create a working system which accomplishes that kind of result without causing immediate problems.
@@ModularGames Stamina Stamina is equal to 5 times your Dexterity Score. [Dex Score x 5] You can perform 1 Stamina Action per Round. You restore all Stamina after a Long Rest. You can spend 2 Energy to restore all Stamina after a Short Rest. Stamina Action | Cost Move 5 feet | 5 Weapon Attack | 25 Disengage | 50 Hide | 50 Dodge | 100 It should be noted that Short Rests are 8 hours and Long Rests are 7 days, not 1 hour and 8 hours. Making the weapon attack option cost 30 instead of 25 will increase the minimum Dex to 12 to get 2 extra weapon attacks per Short Rest. It also caps it to 3 instead of 4 even at 20 Dex. Dodge is one I'm not 100% on, but with how I play my games, being able to dodge for "free" while still getting your full turn can win a combat singlehandedly. You can also just make Stamina equal to your Dex Score instead of x5, but this allows movement outside of a grid system such as 27 feet.
@@ModularGames I forgot to mention that Ability Score distribution is pretty limited in my games. If you are investing in Dexterity, you're not investing somewhere else, usually heavily. It's not uncommon to see a character with 14 or 16 dexterity and a 6 in strength and honor. It's built so every character has roughly a 10/11 in every score if you distributed them evenly.
@@Putoaduh OK. I like that you use the extended resting schedule (I recomend that on another of my videos). Hmmm; that looks pretty good. Without multiplying everything by 5... a Dex 10 would give you a single Hide/Disengage, OR 2 attacks, OR 50 ft movement split up however you like. Is there a limit of ft/round? maybe cap it at base movement speed? Also, I'm assuming this does not eat up a character's bonus action, right?
Hmm. RUclips recommended me this vid. May be do to me searing how to create TTRPGs the other day. Anyway glad to have found the channel.
I shall keep an eye out for more vids.
Glad to have you here!
If you're looking for other channels that are good for TTRPG perspective and design, I recommend MCDM, Deficient Master, The Dungeon Coach, and Dungon Craft. In that order of usefulness, in my opinion.
If you want easy mode, there's also my book: ruclips.net/video/sttLVaQUncE/видео.html
These ideas are interesting but seem more suited for an older style of play, which I'm not sure if that's what you're going for.
I use ability resources that are based off the score rather than the modifiers so the scores have more meaning.
Strength Score is equal to the number of items you can carry.
Dexterity Score is Stamina, which can be used to make an extra weapon attack, move further, dodge, hide, or dash. All of which have varying costs.
Constitution Score is Energy, which can be used to regain hit points, restore Stamina, and remove exhaustion.
Intelligence Score is Focus, which can be used to identify specific stats about other creatures, such as ability scores, resistances, vulnerabilities, hit dice, and more.
Wisdom Score is Fortitude, which can be used to reduce stress and restore Focus, Diplomacy, and Energy.
Charisma Score is Diplomacy, which can be used to increase your relationship status with NPCs, making yourself appear more likeable.
Then I have 4 more Ability Scores that aren't common in TTRPGs
Honor Score is Warcraft, which can be used to command soldiers, raise morale, and train and rank up soldiers or militia.
Sanity Score is Resolve, which determines how much stress your character can take before becoming irritated, anxious, or even go completely insane (such is the case when coming in contact with demons).
Appearance Score is Likeability, which can be used to nonmagically charm NPCs or increase loyalty to you or your party.
And finally Magic Score is Magic Power, which is used in place of Spell Slots and regenerates over a long period of time, rather than all at once after finishing a day's rest.
"These ideas are interesting but seem more suited for an older style of play, which I'm not sure if that's what you're going for."
--That is, in fact, very much what I am going for. You could consider many of these ideas as "OSR adjacent", though they really don't qualify as OSR.
I like the ideas you propose with the ability scores listed here. My book actually lists 12 scores, stating to use only those which fit well with your game/story. It looks like your versions of Strength, Resolve, Appearance, and Magic all have analouges with my own. Likewise, your version of Constitution is very similar to what I describe as "Resilience".
I'd love to hear more about your Dexterity/Stamina option. I've struggled to create a working system which accomplishes that kind of result without causing immediate problems.
@@ModularGames
Stamina
Stamina is equal to 5 times your Dexterity Score. [Dex Score x 5]
You can perform 1 Stamina Action per Round.
You restore all Stamina after a Long Rest. You can spend 2 Energy to restore all Stamina after a Short Rest.
Stamina Action | Cost
Move 5 feet | 5
Weapon Attack | 25
Disengage | 50
Hide | 50
Dodge | 100
It should be noted that Short Rests are 8 hours and Long Rests are 7 days, not 1 hour and 8 hours. Making the weapon attack option cost 30 instead of 25 will increase the minimum Dex to 12 to get 2 extra weapon attacks per Short Rest. It also caps it to 3 instead of 4 even at 20 Dex. Dodge is one I'm not 100% on, but with how I play my games, being able to dodge for "free" while still getting your full turn can win a combat singlehandedly. You can also just make Stamina equal to your Dex Score instead of x5, but this allows movement outside of a grid system such as 27 feet.
@@ModularGames I forgot to mention that Ability Score distribution is pretty limited in my games. If you are investing in Dexterity, you're not investing somewhere else, usually heavily. It's not uncommon to see a character with 14 or 16 dexterity and a 6 in strength and honor. It's built so every character has roughly a 10/11 in every score if you distributed them evenly.
@@Putoaduh OK. I like that you use the extended resting schedule (I recomend that on another of my videos).
Hmmm; that looks pretty good.
Without multiplying everything by 5...
a Dex 10 would give you a single Hide/Disengage, OR 2 attacks, OR 50 ft movement split up however you like.
Is there a limit of ft/round? maybe cap it at base movement speed?
Also, I'm assuming this does not eat up a character's bonus action, right?
@@Putoaduh given the benefits attached to each score, that's probably a smart move.