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Post by Falconer on Jan 8, 2010 0:52:54 GMT -5
I thought it would be interesting to compare the lists of ability scores that are rolled for in various games: Original Dungeons & DragonsStrength Intelligence Wisdom Constitution Dexterity Charisma Star Trek: Adventure Gaming in the Final FrontierStrength Dexterity Luck Mentality Charisma Constitution Starships & SpacemenMarksmanship Intelligence Technical Skill Contact Skill Psionic Potential Charisma Strength/Constitution/Hits Loyalty Enterprise: Role Play Game in Star TrekStrength Dexterity Intellect Charisma Luck Where No Man Has Gone Before 2.0 Strength Dexterity Intelligence Charisma
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Post by robertfisher on Jan 9, 2010 0:35:43 GMT -5
Strength: Common to all. A keeper. I tend to like combining this with Constitution for a single, general “brawn” score. Intelligence/Intellect: Common to most. (Is Mentality the same thing?) Despite its old school cred, I’m not a big fan of it. Have seldom seen a use that I like. Wisdom: The D&D ability that is perhaps most often dropped or replaced in the “borrowing” process. Same feelings for me as for intelligence. Although, it is sometimes used as “will power”, which is an ability score I find worthwhile. Good for “saving” against influence or mental attacks. Can be used as the mental equivalent of Strength. Constitution: In 2. Out of 2. Combined with Strength in the other. Dexterity: In all but one. My biggest problem with it is that it tends to cover too much. At a minimum, I think reaction speed ought to be separate from it. I didn’t mind the way Rolemaster split it into Dexterity and Agility either. Charisma: Common to all. I can go either way on this one. Luck: I can understand it, but it always struck me as silly. Only in 2 out of 5. Skip it. Marksmanship/Technical Skill/Contact Skill: As I mentioned (ducking the phaser blast) in the classes thread, I’m down with these kinds of attributes, with classes or without. It seems a departure from typical old school ways, though. Perhaps not appropriate here. Psionic Potential: In 1 out of 5. (Or 2, if Mentality covers this.) Seems somewhat appropriate to Star Trek. I’d be tempted to just call it Psi or Qi or something simple like that. Loyalty: Hmm. I can see how this could be interesting. Star Trek characters often are put in the position of choosing between their own needs/desires and loyalty to Star Fleet. Could work like a save against such temptations. I tend to rather just leave that up to role-playing though. So my list (so far): - Strength/Constitution
- Will
- Dexterity
- Reaction Speed
- Psi (maybe)
- Charisma (maybe)
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Post by blackbat242 on Jan 9, 2010 4:14:35 GMT -5
GAMMA WORLD: Physical Strength Constitution Dexterity Mental Strength Intelligence Charisma
TRAVELLER: Strength Dexterity Endurance Intelligence Education Social Status with a Psionic Strength rating for those rare characters that have received training
I would list:
Physical Strength of course Agility I agree about Reaction Speed being different, but don't want too many abilities, so... Endurance or Hardiness, Constitution, etc Mental Strength Willpower, and I would include Psionics/ESP here Intellect a combination of Intelligence & Education (not just how smart, but how much you know) Leadership Charisma, Social Status, etc in a military (Starfleet) context
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Post by finarvyn on Jan 9, 2010 8:51:00 GMT -5
IOriginal Dungeons & DragonsStrength Intelligence Wisdom Constitution Dexterity Charisma This has always been my favorite 6 stats (and in this order, I might add) and if we put together a community Trek RPG I'd start here. * Strength is often undervalued in a scifi game because so much is point-and-shoot, but I would still keep it in for fistfights and the like. * Of course, you could always make INT stand in for both smarts and psi attack with WIS being common sense and Psi defense, for those who like that kind of thing. * Constitution would still be good for hit points, as well as surviving various space diseases, radiations, and so on. * Dexterity is still useful for shooting, dodging, manipulation of stuff. * Charisma almost has to be in a Star Trek game since it's what Kirk does. Basically, no matter what action players want to perform I can usually fit it into one of the six OD&D stats. ;D
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