Heroic Roleplaying in a World of Swords, Sorcery, and Steam

I’d like to introduce Aetrimonde, a TTRPG I’ve been designing with heavy inspiration from the houserules my group used back in our Dungeons and Dragons 4e days. I’m not ready to publish Aetrimonde yet, but I’m opening up this blog to discuss its design principles, mechanics, and systems.

Today’s entry in the Unified Mechanics series will cover ability mechanics, which are used to quantify a character’s raw, well, abilities. I’ll also touch briefly on some of the major character stats that will derive from abilities.

Various Ability Systems

D&D has traditionally used an array of six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. For a typical character, these start out between 3 and 18 (originally, they were generated by rolling 3d6 for each one). The ability score has traditionally been less important than the modifer derived from them, which is defined as (score – 10) / 2, rounded down.

The Storyteller system has used an array of nine abilities divided into Mental (Intelligence/Wits/Resolve), Physical (Strength/Dexterity/Stamina) and Social (Presence/Manipulation/Composure). They can alternately be divided into Power (Intelligence/Strength/Presence), Finesse (Wits/Dexterity/Resolve), and Resilience (Resolve/Stamina/Composure). Characters have, generally, one to five “dots” in each ability, which apply directly to dice rolls instead of deriving into another number.

Warhammer’s various roleplaying games use a varying array of abilities, generally including weapon skill, ballistic skill, strength, toughness, agility, intelligence, willpower, and fellowship. Some versions of these games have also added abilities like dexterity or initiative. These games use percentile dice, and raw  abilities are generally on a 0-100 scale, but a modifier defined as ability / 10, rounded down, is also used in places.

I found there to be a couple of silly things about D&D’s ability mechanics, even in 4e, and so I’m going to try to improve on them.

  • Dexterity and Intelligence seem like the odd abilities out. The other four abilities can be paired up in “active/passive” pairings: Strength and Constitution fit well as a Physical pairing, and Wisdom/Charisma fit well as an Emotional or Social pairing. But Dexterity and Intelligence don’t go together, and it’s hard to fit them into a group with the others.
    • This is especially apparent in 4e, where Strength and Constitution can quite reasonably both be used to affect the Fortitude defense, and Wisdom and Charisma can both be used to affect Will. But Dexterity and Intelligence are paired together to affect both AC and Reflex defenses, and the explanation for this (that Intelligent characters can predict attacks better and have more time to dodge) has never sat right with me.
  • Dexterity and Intelligence are also doing a lot of heavy lifting, and are stretched thin to cover multiple areas that might be better served by distinct abilities. Dexterity covers both fine-motor skills like picking locks and full-body skills like acrobatics and stealth that might be better captured by an Agility stat. Intelligence is stretched to cover both scholarly knowledge and arcane magic, and (in many editions) sneaky tricks and tactical acumen that could instead be captured by a Cunning or Wits stat.
  • In many editions of D&D, since ability modifiers increased only at even values, there was little point in having odd abilities. In some editions, odd abilities might be useful to meet feat prerequisites, increase carrying capacity, or gain extra spell slots, but these were exceptions to the rule. I largely think that the main reason ability scores continue to be used in later editions is so that it was easy to roll 3d6 for abilities if a group didn’t want to use point-buy generation.
  • Since 3e, characters have gotten to increase their abilities as they gained levels. This results in high-level characters becoming superhuman, with ability scores well beyond what should be possible without magical assistance. This doesn’t fit with the kind of pulp-adventure genre I want to support.

So here’s what I’m doing with Aetrimonde’s abilities:

Firstly, Aetrimonde will use four pairs of abilities, adding Grace as a counterpart to Dexterity and Cunning as a counterpart to Intelligence. Each will absorb some of the things their counterpart would otherwise do.

Secondly, Aetrimonde will do away with the score/modifier distinction. Players will pick their characters’ abilities through a point-buy system, and if they want to roll for abilities instead the GMH can include mechanics or a table that lets them do so.

Thirdly, in the interest of fitting into the pulp-adventure genre (and of having Solid Level Scaling, I will add), characters will never increase their ability scores: what they have at character creation is what they will keep.

To give a quick preview of what each of the eight abilities will influence:

The Eight Abilities
  • Strength
    • Brawn defense (resist physical force, internal injury, disease, poison)
    • Melee weapon, shield, and unarmed attacks
    • Carrying capacity
    • Physical actions like climbing, jumping, etc.
  • Constitution
    • Hit points
    • Healing
    • Endurance and stamina
  • Dexterity
    • Armor Coverage defense (deflect or dodge physical attacks) if wearing light or medium armor
    • Poise defense (deflect or dodge fire, acid, spells, armor-piercing attacks, etc.)
    • Ranged weapon attacks
    • Fine motor skills (open locks, disarm traps, pick pockets, etc.)
  • Grace
    • Armor Coverage defense if wearing light or medium armor
    • Poise defense
    • Move safely when under threat
    • Body control (acrobatics, stealth)
  • Intelligence
    • Wit defense (see through deception, trickery and illusions)
    • Some forms of magic (primarily Arcane)
    • Scholarly knowledge
  • Cunning
    • Wit defense
    • Clever tricks and tactics
    • Initiative
    • Perception
  • Charisma
    • Composure defense (resist manipulation and compulsion)
    • Some forms of magic (primarily Divine)
    • Social interaction (deception, intimidation, persuasion)
  • Wisdom
    • Composure Defense
    • Some forms of magic (primarily Spiritual)
    • Social understanding (sense motives)

Up Next

This will be the last of the Unified Mechanics posts–for now. I think that I may revisit the subject later on, but now that I’ve set up these basic mechanics, I want to show off how they work in practice, and it seems o me the best way to do that is to walk through how an Aetrimonde character is built. So, starting in my next post, I’ll be building Ragnvald the Dwarf Fighter, and discussing along the way how the implementation of the various parts that go into a character fulfill my design goals.

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