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Regular Ability Scores (PF2-like Ability Scores)

Written by Luiz Borges.

The goal of this variant is to have a simple, regular and balanced way of determining ability scores (stats) without needing to use point buy and that is also compatible with rolled stats. This also changes the ability scores increases to +2 when levelling up, so all stats will always be even, and every time any of them improves the ability modifier also changes.

Determining starting stats (ability scores):

Every stat starts at 10.
Step A (Race): Add +2 to one of the race stats.
Step B1 (Nature): Add +2 to 3 different stats.
Step B2 (Optional Flaws): Add -2 to up to 3 different stats; then add +2 to up to 3 different stats (one for each flaw).
Step C (Class): Add +2 to one of the class stats.
Step D (Training): Add +2 to 3 different stats.

Note: You can allow class and race bonus to the same stat or forbid it as in the core game. In the core game this is needed to prevent an starting ability score of 22, this is no longer the case here. If you allow it the highest score is 20 at the start of the game, if you forbid it is 18.

Levelling up:

Level 4 (Training): Add +2 to 3 different stats (max 20).
Level 7 (Training): Add +2 to 3 different stats (max 22).
Level 10 (Training): Add +2 to 3 different stats (max 24).

 

Alternative rules

Rolling a Random Array

Qualities (repeat 3 times): Roll 3d6 for Stats 1-6, reroll any repeats. Add +2 to each numbered stat.
Flaws: Roll 3d6 for Stats 1-6, reroll any repeats. Add -2 to each numbered stat.

Apply the Racial Bonus and the Class Bonus after you generated the array and assigned it to the desired abilities.

Tip: You can roll all dice together, use a different color for the Flaws, and just count the 1s, 2s, 3s, etc. If a number appears more than 3 times for the Qualities or more than once for the Flaws, reroll the exccess results.

Bigger Scores

Those rules start at the same power level of the core game and finishes at the same power level of the Glorantha array (that starts really powerful), so it is a middle ground. If you want to make it even more powerful use one of the following:
Step A (Race): Add +2 to BOTH race stats.
AND/OR
Step C (Class): Add +2 to BOTH class stats.

Using Novice Tier Characters (level zero)

At N0 you stop after Step B.
At N1 you do Step C.
At 1st level you do Step D.

Using Stat Bump Each Level (smooth progression)

Instead of increasing 3 ability scores at levels 4, 7 and 10, you add +2 to one stat at every level and you can't increment the any stat more than once in the same Tier.
The maximum score is 20 at Adventurer Tier, 22 at Champion Tier and 24 at Epic Tier.

Slower Progress

Use that if you want to lower the final power level of the character.
It works like the smooth progression method above, but add +2 to one stat at every EVEN level only.

Note: If you use both options for Bigger Scores and Slower Progress, you will begin and end your character with a power level inbetween the base game and the Glorantha array, meaning it will be a bit more powerful than the base game, and a bit weaker than the Glorantha array on all levels.

Ready Made Arrays

Those are all the 18 possible arrays (no class and race bonus):

  • 16, 16, 16, 8, 8, 8
  • 16, 16, 14, 10, 8, 8
  • 16, 16, 12, 12, 8, 8
  • 16, 16, 12, 10, 10, 8
  • 16, 16, 10, 10, 10, 10
  • 16, 14, 14, 12, 8, 8
  • 16, 14, 14, 10, 10, 8
  • 16, 14, 12, 12, 10, 8
  • 16, 14, 12, 10, 10, 10
  • 16, 12, 12, 12, 12, 8
  • 16, 12, 12, 12, 10, 10
  • 14, 14, 14, 14, 8, 8
  • 14, 14, 14, 12, 10, 8
  • 14, 14, 14, 10, 10, 10
  • 14, 14, 12, 12, 12, 8
  • 14, 14, 12, 12, 10, 10
  • 14, 12, 12, 12, 12, 10
  • 12, 12, 12, 12, 12, 12

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