Page 1 of 1

Racial attribute mods.

Posted: Thu Jun 21, 2007 11:33 am
by Loggahead
All,

I am unclear as to whether the racial attribute modifications actually modify the attribute number directly (which may or may not raise or lower your bonus) or if it applies to your bonus/penalty itself?

-logga
_________________
for gamers who grew up...
http://www.bluecollargaming.com

Posted: Thu Jun 21, 2007 11:43 am
by stoneshape
It applies to your ability score. It may or may not grant further bonus.

14 con +1 attribute mod = 15 no overall change still +1 bonus

15 con +1 attribute mod = 16 change to +2 bonus

Posted: Thu Jun 21, 2007 11:46 am
by Loggahead
Roger that! Thanks so much.
_________________
for gamers who grew up...
http://www.bluecollargaming.com

Posted: Thu Jun 21, 2007 12:35 pm
by jamesmishler
Logga,

You can use it however you want to, remember, it is your game. In my game, we use the racial attribute bonuses/penalties as a direct modifier to the attribute modifier. Thus, a halfling with a dexterity of 16 (normally a +2 bonus) would have a dexterity modifier of +3 total.
_________________
James Mishler

Main Man, Adventure Games Publishing
jamesagp1@gmail.com
http://adventuregamespublishing.blogspot.com/
http://jamesmishler.blogspot.com

Posted: Thu Jun 21, 2007 12:47 pm
by moriarty777
jamesmishler wrote:
You can use it however you want to, remember, it is your game. In my game, we use the racial attribute bonuses/penalties as a direct modifier to the attribute modifier. Thus, a halfling with a dexterity of 16 (normally a +2 bonus) would have a dexterity modifier of +3 total.

That's actually something I had never considered... that certainly makes a difference when considering that demi-humans only get two prime stats as opposed to three. Mind you I expect those racial attribute penalties would hurt more that way too!

Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"

Partner to Brave Halfling Publishing
http://www.arcanacreations.com

Posted: Thu Jun 21, 2007 5:54 pm
by Treebore
Since i have rules for increasing stats in game I still use them as +1 to attributes. It saves the PC a month to a year of time they would have to spend getting that 1 point increase.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

Posted: Thu Jun 21, 2007 5:57 pm
by Omote
Hmm, it's an interesting idea to add the racial bonus as a straight modifier to die rolls, but ultimately I think it better as a bonus to the attribute number, not modifer.

I also think that attribute increases are a good concept for long-term character-to-player viability, and use them as well.

.......................................Omote

FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society

Posted: Sun Jun 24, 2007 12:12 pm
by Malperion
I think adding it as a straight modifier was how Rolemaster use to do things. This essentially meant that certain races always have a leg up within a certain attribute (primes non-withstanding). So a dwarf will always be more measurably hardy and an elf more measurably nimble (always getting the +1). The downside is that the -1 on their down stat will play a bigger role. I will have to talk with my co-gm and players on this one......

Posted: Sun Jun 24, 2007 2:42 pm
by serleran
There is another way to do it, too, and that is to modify the number of dice rolled. For example, if you're an elf, you get the +1 to Dex so you get 4d6 dice (keep 3, of course) but have to roll 2d6 for whatever else, taking the rll flat. Of course, for this I would start all PCs with 4d6 and then modify, so only the half-orc gets munched on Charisma.

Posted: Sun Jun 24, 2007 4:59 pm
by Malperion
serleran wrote:
There is another way to do it, too, and that is to modify the number of dice rolled. For example, if you're an elf, you get the +1 to Dex so you get 4d6 dice (keep 3, of course) but have to roll 2d6 for whatever else, taking the rll flat. Of course, for this I would start all PCs with 4d6 and then modify, so only the half-orc gets munched on Charisma.

This is also a good idea. I may have to force a TPK so I can broadly try out these new ideas (that was my evil monkey half speaking of course....).