Friday, June 26, 2009

Suppose D&D had 15 Ability Scores

And they were also a sort of skill:

Str+Dex: leap, somersault
Str+Con: withstand
Str+Wis: grapple
Str+Int: lift or bend
Str+Chr: flex or flaunt
Dex+Con: run
Dex+Wis: dodge
Dex+Int: throw
Dex+Chr: dance, sing, act
Con+Wis: abstain
Con+Int: persevere
Con+Chr: seduce
Wis+Int: strategize
Wis+Chr: lead
Int+Chr: impress

Suppose further that you grafted on (in order to get a skill check mechanic out of these 15 abilities) the Ghostbusters (or Risus) system by treating each full 6 points of an ability score as one die to roll to match the Target Number assigned by the Ghostmaster or referee--that is, 3-5 (+0), 6-11(+1), 12-17(+2), 18(+3). That distribution isn't very good. I'll have to sit down and look at the numbers with a Mathmagician friend.

Why, then they you'd be on your way to playing D&D the way we do on The Mutant Earth.

2 comments:

Sham aka Dave said...

This is thought provoking. I hadn't considered the pairing up of ability scores before. I don't know how Ghostbusters or Risus work, so I should check those out to fully understand your idea. What I like is the combination of scores for specific tasks. Not sure how or if I could make use of it in my own games, but I'll revisit this next week. Thanks!

Aaron Nuttall said...

Sham: I should explained the Ghostbusters resolution mechanic, so here goes (for the benefit of anyone else who's interested): Characters have four traits: Brains, Muscles, Moves, Cool, and the score in the trait indicates how many d6s you get to roll to beat a target number assigned by the Ghostmaster.

Since 5 dice is peak human ability (at first level) I thought I could get pretty close to that (and use the difficulty scale) by dividing the D&D ability scores by 6 and adding two together.