Warning: This site requires JavaScript.
It appears that you have JavaScript disabled in your browser. While we understand you may have your own
reasons for doing this, please be aware that Protagonize is quite JavaScript-heavy and you'll likely
see broken functionality unless you enable it.
Please click here for help
enabling JavaScript in your browser.
:} Elorithryn
I think my main confusions (and therefore my biggest "fears" and deterrents) are how you get the different numbers to start, how do they change, and what the zark do they actually mean in terms of character traits and abilities. All the deciphering of numbers and multipliers and modifiers... I ask what the Double Rainbow Guy wonders: "What does it mean???" Going back to my cactus analogy (simile? Metaphor? I should know this...), you can tell me (the cactus) about number of shops on the main drag, how many people visit these shops, and how many cars pass through the quietest intersection, but until you explain what those numbers actually mean in jargon-less terms (or at least with as little jargon as possible) I won't understand how important those numbers are.
The core statistics from which everything else is derived is as follows:
Strength (STR) - this is a measure of your characters strength and raw physical ability. How hard you can hit things with melee weaponry, how well you can perform strenuous physical activity like climbing, how much you can carry are examples of things derived from this.
Dexterity (DEX) - this is a measure of your agility and dexterity. How well you can avoid being hit, dodge, how well you can use ranged weaponry such as bows and arrows, how quickly you react to things and how stealthily you can sneak around are examples of things derived from this.
Intelligence (INT) - this is a measure of how intelligent you are and effects things like how knowledgeable you are, what kind of specialist attack manoeuvres you can learn, complex tasks like searching for things, crafting items - anything that requires some kind of study to know is the kind of thing derived from this.
Wisdom (WIS) - similar to intelligence, Wisdom is mostly about intuition and common sense. Being able to infer things from your perceptions, guess someones motives or use an affinity with nature to determine something are examples of things derived from wisdom.
Charisma (CHA) - this is a measure of how charismatic your are. Lying to people, gathering information, performing in public. Any action you take where your personality or manner is important to the success is derived from this.
Constitution (CON) - this is a measure of your endurance. Your health and endurance derive from this, as well as your concentration whilst performing tasks in distracting circumstances and resisting the effects of poisons and disease.
Virtual every other number in the game is derived from these 6 basic attributes. For player characters, a value of 10 is considered base-line human capability.
From these basic statistics, you typically use modifiers. Modifiers are used, funnily enough, for modifying other statistics to end up with the final score you will use in any test or challenge. You can derive the modifier from the attribute by using the lookup tables the game provides, or the following algorithm:
Divide attribute by 2. Round down to nearest whole number. Subtract 5.
Thus a baseline value of 10 has a modifier of 0, an attribute of twenty would have a modifier of 5, an attribute of 8 would have a modifier of -1.
The other most important statistics derived from these are:
Armour Class (AC) - these represents not only how well you can avoid damage, be that from the type and strength of armour you are wearing, any magical effects, physical abilities and your ability to move and avoid attacks.
AC is derived slightly differently in different editions, but roughly based around 3.0, it goes something like:
AC = 10 + DEX modifier (limited to maximum allowed by the armour you are wearing) + armour modifier + deflection bonus + natural armour bonus + other misc bonuses.
The 10 is a baseline upon which you apply everything else. Some armours artificially limit your DEX modifier to represent the limitations wearing such armour places on movement (a person in full plate could not expect to be as agile as a person wearing soft leather). Armour provides its own AC bonus (from which the overall stat AC takes it's name). Deflection bonus comes from items and abilities that grant you the ability to automatically deflect objects away from hitting you. Natural armour comes from physical attributes - if you were a dragon of other creature with a scaly hide, you might expect to have a natural armour bonus, a typical person has none without magical assistance.
There are also certain rules about 'stacking'. Generally, you can't wear a full plate set of armour on top of a set of leather armour. Why not? Well, generally there are the issues of physically doing it. Secondly, even if you could do it, the other penalties would make doing anything rather difficult. The general logic applies for all the components of AC, so instead of stacking, you only ever have the highest value in each component for whatever is granting bonuses in that category.
For example, if you were a creature with scales granting a +2 natural armour bonus and wore an amulet that magically granted you a +6 natural armour bonus, you would have +6, not +8 in total for natural armour. This is because if someone were to hit you and beat the strength of your +6 natural armour, that same hit would be strong enough to also penetrate the +2 layer below.
AC is not a statistic you would roll a d20 for when others attack you. Instead it is a target number that opponents have to beat with their own rolls in order to hit you at all.
Initiative (INIT) - this determines in what order you go in combat. Typically it is equal to your DEX modifier + any other bonuses you may get. Bonuses can come from magical items or 'feats' - special abilities your character can take during the course of their 'levelling up' or gaining of experience.
You roll a d20 with this to determine your 'readiness' for a combat encounter.
Saving throws (FORT, REF, WILL) - saving throws come in 3 flavours, Fortitude, Reflex and Will. They are used for avoiding the effects of things that allow you a chance to avoid them. They are based off a baseline score that is determined from the level you are in the various character classes your character has.
Characters progress through levels as they gain experience (which is typically won by defeating enemies in combat, mechanically, but can be awarded for roleplaying by the GM). Each level is a level of 'class'. Classes in D&D are sort of character professions/archetypes, such as Rogue, Cleric, Fighter, Wizard, Druid, Barbarian, etc. Different levels of different class provide different baseline scores for each of the saving throws, to represent what those classes excel at and suffer at. Characters can have multiple classes (assuming they are above level 1 of course) in which case the baselines from both are cumulative - a character who is a level 7 fighter would have level 7 fighter baseline scores whilst another level 7 character that was a level 3 cleric and a level 4 fighter would have the cumulative total of the level 3 cleric baseline scores and the level 4 fighter baseline scores.
The way these scores or derived is different between Editions 3 and 4, so I'll list 4th's version.
Fortitude (FORT) = FORT baseline + (highest of STR or CON modifier) + misc
Reflex (REF) = REF baseline + (highest of DEX or INT modifier) + misc
Will (WILL) = WILL baseline + (highest of WIS or CHA modifier) + misc
Fortitude is for avoiding the effects of poison, disease or fatigue. Reflex is for dodging out of the way of or otherwise reacting to things like rolling boulders or fireballs. Will is for resisting the influence of mind altering enchantments.
Base Attack Bonus (BAB) - this is the base skill from which the effectiveness of all your physical attacks are based (including ranged attacks, excluding attack done with magic). Like saving throws, the BAB is determined from your classes. However, unlike the saving throws, it gets 'split'.
As you progress and gain experience, your character will eventually gain the ability to attack multiple times in a turn, having multiple base attack bonuses, one for each attack they can make a round. This is handled differently in different editions and can be rather complicated to work out, so I wont cover exactly how it's derived here as I'll probably get it wrong. Suffice to say it's something like:
BAB = BAB baselines (e.g., 10, 5, 1 for 3 attacks per round)
You then have a separate BAB for Melee attacks and ranged attacks, derived as:
Melee BAB = BAB + STR modifier
Ranged BAB = BAB + DEX modifier
You can however get 'feats' that allow you to use your DEX modifier for both to represent that while your character may not by strong, they can make use of their increased ability in melee combat to be just as if not more effective.
Hit Points (HP) - this represents the health and well being of your character. When this value reaches 0, you are unconscious, when it reach the negative of your 'full' HP value, you are dead. The way this is derived is different for different editions, but in 4th Ed, it is taken as a fixed number from your primary class + your CON attribute and goes up by another fixed number taken from your primary class each level. In 3rd Ed, it based on CON modifier + a dice roll result, the size of die being determined from the level of class you are advancing in.
There are many, many more numbers and specialist rules about when and how these numbers apply for varying circumstances, but those are the core ones and enough to be getting along with for now.
(Yes, that is the healer class in me speaking. I've found I'm not bad playing that class, plus I RP it better...)
Awesome explanation by the way.
:} Elorithryn
Nah, to be unrezzable (as we abusers of our fine language call it) you either have to have no physical remains left or have an anti-rez curse on you. It gets harder the longer the character's been dead and the manner of their demise is important - if they got nobbled by a sphere of annihilation you need some hefty magic to bring 'em back.
I think it's always possible to rez someone using the Miracle spell, so long as you can convince your deity it's in their best interests to restore the character.
:} Elorithryn
D&D is comparatively rule-heavy, which makes it slightly less accessible to people entirely new to tabletop RP, but of course since all the rules are standardised, you know what you're going to expect (up to a point :P) and can jump right in with a character you may have been using in other D&D sessions.
Being an antagonistic left-winging chaotic non-conformist - I would suggest you check out some of the many free rulesets bouncing around the web if you'd prefer to play something without the oppressive Holy Writ ruleset that D&D has, strangling the imagination, constraining all creativity to produce samey, lifeless...
Ahem. No. Go for it :D
I'm running a Dresden File RPG at the moment which is based heavily on the FATE system and it's awesome. There is a good overview of the (free) FAT3.0 rules here, based around Evil Hat's Spirit of the Century setting: http://www.faterpg.com/dl/sotc-srd.html
:} Elorithryn
FATE actually looks really shiny. Could take a game or two to really get into it - since it's a fair bit different to your average tabletop RPG... Think I might add that page to my favourites, just in case :D
:} Elorithryn
Thank you Protagonizers, mainly directed at Dark.
Oh and @DTMN Your welcome. :}