Tuesday, February 26, 2013

Ability Scores & Classes

"The Revelers in attendance chittered to one another in their strange language. Then, with facial expressions connoting humor, all threw their heads back while clacking their jaws and teeth in a tap-tap-tapping manner."
-Faris Al-Farid, the Explorer of The Silent Kingdoms

Today's post is just some further thoughts on how Ability Scores and Classes interact in the system. I will be releasing the "Playtest Document" with rules up to Level 4.  I will probably put up a Character Creation snippet from the document in the next week, but for now let me talk a bit on how Ability Scores progress.

A beginning, Level 0 PC starts with three points across the three Ability Scores: Strength, Agility and Intellect. The assignments of these three points is at random which, for the races of Men, is dictated by Sign, Background and Race.

After earning 500 Experience Points PCs are promoted to "Level 1/2" and are able to assign 1 point to the Ability Score of their choice. At Level 1 PCs select their Class, which will be a choice between Fighter, Thief or Magic-user (Projectioneer or Pyromancer). Each Class has an Ability Score that is Primary and Ability Scores that are Secondary. At Level 1 and 3 PCs receive 1 point in their Primary Ability Score. At Level 2 and 4 PCs receive 1 point that they can place in one of their Secondary Ability Scores. Here is how things break down:

Level Experience Total Ability Scores Ability Score Gains
0 0 3 +1 by Sign +1 by Race +1 by Background
1/2 500 4 +1 of Choice
1 1500 5 +1 to Primary Ability Score
2 3500 6 +1 to Secondary Ability Score of Choice
3 7500 7 +1 to Primary Ability Score
4 16,000 8 +1 to Secondary Ability Score of Choice

Each of the three Classes that will be part of the Playtest Release will have the what should be the stereotypical Primary and Secondary Ability Scores. Fighters are Strength-Primary. Thieves are Agility-Primary and Magic-users and Intellect-Primary.



Just for review, Ability Scores, within Sophia's Children, are each a summary of a Character's effectiveness in a certain area. Fighters, as they grow in melee prowess, will increase in Strength. Magic-users, as they increase their magical abilities, will increase in Intellect. Note: The numbers for each Ability Score are used as a raw number -- there are NO derived scores as in D&D.

Strength is a bonus to Melee Attack rolls. It also confers bonus Hit Points, as well as a bonus to damage with most Weapons. Strength is also used as a requirement for Armor and most Weapons.

Agility is a bonus to Ranged Attack rolls. It also provides the Initiative bonus and the Armor Class bonus. Agility is sometimes a requirement for certain Weapons.

Intellect is a bonus to Special Resistance (Defense against powerful effects, like Spells), in addition to providing bonus Action Points -- which allows for additional uses of abilities. Intellect is also applied to bonus damage with Spells and other extraordinary effects such as Healing.

Each Ability Score contributes to the offensive capability of character. Strength for Melee Attack Rolls and Weapon Damage. Agility for Ranged Attack Rolls and sometimes Weapon Damage. Intellect for additional Action Points and Spell Damage.

Each also provides a defensive benefit. Strength for bonus Hit Points. Agility for Armor Class. Intellect for Special Resistance.

Each also provides a tertiary benefit. Strength is a requirement for Armor and most Weaponry. Agility provides Initiative bonus and some requirements for Weaponry. Intellect is a requirement for more powerful Spells.

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