attributes
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| attributes [2020/08/29 16:48] – [Intimidation] dungeonmaster | attributes [2020/09/02 05:24] (current) – dungeonmaster | ||
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| + | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] | ||
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| ====== Attributes ====== | ====== Attributes ====== | ||
| - | When it comes to adventuring, | + | When it comes to adventuring, |
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| + | Attributes are a way to group a character' | ||
| The best way to talk about the ten attributes is to take each of them one at a time and describe what they can do by themselves, but it should be mentioned that they are also important when it comes to Knowledge that requires minimums in certain attributes to perform correctly. | The best way to talk about the ten attributes is to take each of them one at a time and describe what they can do by themselves, but it should be mentioned that they are also important when it comes to Knowledge that requires minimums in certain attributes to perform correctly. | ||
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| Creatures with high insight are more able to realize if they are being emotionally manipulated by another creature. Every 4 points of Insight increases Emotional Defense by 1. | Creatures with high insight are more able to realize if they are being emotionally manipulated by another creature. Every 4 points of Insight increases Emotional Defense by 1. | ||
| - | ===== Intimidation | + | ===== Intelligence |
| + | Intelligence describes a character' | ||
| - | Intimidation describes | + | ==== Applying Knowledge ==== |
| + | Creatures with a high intelligence are better able to use their knowledge to advance certain disciplines. Every 4 points of Intelligence increases dice towards Academic, Arcane, or Psionic Skill Checks and Attacks by one die. | ||
| - | ==== Intimidation Attacks | + | ==== Shielding the Mind ==== |
| - | Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, | + | Creatures with high intelligence are better able to shield their minds from logical manipulation by others. Every 4 points |
| - | When used to cause Fear, an intimidation attack can prevent an attacker from attacking if they fail their Emotion Defense roll, instead running or cowering in fear for two rounds or fighting tentatively with a two dice disadvantage on all attack rolls, whichever the taunter prefers. Likewise, when used to provoke Anger, a creature failing their Win-Loss check must attack the Intimidating creature, whether or not it makes logical sense to do so. | + | ===== Perception ===== |
| - | Intimidation Attacks generally affect all enemy creatures who can see or hear the Intimidator, | + | Perception describes |
| - | ==== Pep Talks ==== | + | As describe under Insight, Perception |
| - | Although it may seem strange, but because Fear, Bravery, and Anger are all in the same family of emotions, intimidation | + | |
| - | Pep Talks generally | + | ==== Highly Attuned ==== |
| + | Although Perception | ||
| - | On four dice of success on a skill check, a pep-talk before battle does one of the following: reduces all damage taken by attacks by one, increases all attack dice by one, or increases Emotional Defense by two until the battle is over or until the character so emboldened fails an Emotional Defense check. Each additional four dice of success allows the pep-talker to pick an additional advantage from the three listed above (or the same one, if they prefer). | + | ===== Persuasion ===== |
| + | Persuasion describes a character' | ||
| + | ==== Charm ==== | ||
| + | " | ||
| - | ===== Perception ===== | + | In battle, charm can prevent an attacker from attacking the persuading creature or their party if the defender fails their Emotion Defense roll. And they cannot attack them until they successfully defend against the attack in a later round. Any creature who fails more more than four dice is considered charmed and fights on the side of the persuading creature until it falls unconscious or makes a successful defense in a later round. Persuasion attacks are generally made against a single creature (not a group) and cannot be performed against the same creature more than once in a given day. |
| - | Perception describes the character' | + | ==== Intimidation ==== |
| + | Once per battle, intimidation can be used to cause someone | ||
| - | See the description under Insight for how to determine | + | When used to cause fear, intimidation can prevent an attacker from attacking |
| - | Every 4 points | + | Intimidation generally affects all enemy creatures who can see or hear the Intimidator, |
| - | ===== Personality ===== | + | ==== Morale |
| + | Given time for preparation, | ||
| - | Personality describes a character' | + | On four dice of success on a skill check, a pep-talk before battle does one of the following: reduces all damage taken by attacks by one, increases all attack dice by one, or increases Emotional Defense by two until the battle is over or until the character so emboldened fails an Emotional Defense check. Each additional four dice of success allows the pep-talker |
| - | Like Intimidation, | ||
| - | Every 4 points of Personality increases Personal Defense by 1. | + | ===== Speed ===== |
| - | ===== Persuasion ===== | + | Speed describes how quick a character can move their body from one position to another, generally with some sense of accuracy (although accuracy is ultimately measured by the Dexterity attribute if high precision is required). There aren't generally many skill checks against Speed. Speed is generally something that automatically affects an individual. |
| - | Persuasion describes a character' | + | ==== Increased Reaction ==== |
| + | Speed itself may help with defensive skill checks which require speed, such as dodging | ||
| - | A shopkeeper could be persuaded to part with something at a lower price. A troll under a bridge could be persuaded to allow the party to pass unharmed. | + | Also every four dice of Speed grants |
| - | In battle, a Persuasion attack can prevent an attacker from attacking if they fail their Emotion Defense roll. They cannot attack them until they successfully defend against the attack. Any character who is attacked again and fails again becomes " | + | ==== Moving Quickly ==== |
| - | ===== Speed ===== | + | Although each character has a movement speed associated with their race, Speed is the factor that measures how fast a character is amongst members of the same race. Characters with a Speed of 10 are considered one higher movement speed (e.g. from Slow to Average or from Fast to Very Fast). |
| - | Speed describes how quick a character is on their feet or how quickly they can perform a given task, generally with some sense of accuracy (although accuracy is ultimately measured by the Coordination attribute if high precision is required). There aren't generally many skill checks against Speed unless there is some call for determining if equally quick individuals might catch or outrun someone else. | + | ===== Stamina ===== |
| - | Speed itself does help with defensive skill checks which would require speed, such as the Dodge skill. | + | Stamina describes the overall health and endurance ability of a character. Holding one's breath, running for long distances without having to rest, hiking up a mountain, crossing a wilderness, and increased ability in fighting off an infection, poison, and the elements. |
| - | Every four dice of Speed grants | + | ==== Taking a Hit ==== |
| + | Although hit points are mostly affected by size, there is some correlation between hit points and health as well. Every four dice of Stamina increases the total Hit Points of a character | ||
| - | Although Speed is different from Movement Speed, there is a correlation between | + | ==== Elemental Resistance ==== |
| + | Increased health and endurance has improved | ||
| - | ===== Stamina | + | ===== Stealth |
| - | Stamina describes | + | Stealth is the attribute for moving without being seen or heard. It is not generally very effective in combat situations, except under certain circumstances. That might lead it to be overlooked when a character is choosing to improve attributes, but it can be very effective |
| - | Every four dice of Stamina increases | + | Moving silently, hiding in shadows, pickpocketing, |
| - | Every four dice of Stamina also increases Poison/ | + | ==== Sneak Attack ==== |
| - | ===== Stealth | + | If a character is attacking from an undetected location, such as during a prepared ambush, the character adds their Stealth |
| - | Stealth is the attribute for moving without being seen or heard. Moving silently, hiding in shadows, camouflaging into the environment, | + | ==== Hinderances |
| Stealth can be hindered by metal armor or generally anything else that makes a lot of noise as well as bright colors or anything else that might draw attention to a character rather than allow them to blend into the background. Generally these penalties are two dice or four dice or, if severe enough, the GM could choose to just make them fail without a skill check. | Stealth can be hindered by metal armor or generally anything else that makes a lot of noise as well as bright colors or anything else that might draw attention to a character rather than allow them to blend into the background. Generally these penalties are two dice or four dice or, if severe enough, the GM could choose to just make them fail without a skill check. | ||
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| Strength describes the overall arm strength and leg strength of a character. Strength skill checks could be used in bending bars, pulling themselves or allies up a ledge, or holding up a portcullis to allow allies to escape. Strength attacks could be used to arm wrestle an opponent in order to win the betting pool or in pinning an enemy to the floor. Strength also aids a character in more mundane functions like wearing heavy armor and carrying heavy equipment, especially when it comes to what functions can be properly done while wearing such. | Strength describes the overall arm strength and leg strength of a character. Strength skill checks could be used in bending bars, pulling themselves or allies up a ledge, or holding up a portcullis to allow allies to escape. Strength attacks could be used to arm wrestle an opponent in order to win the betting pool or in pinning an enemy to the floor. Strength also aids a character in more mundane functions like wearing heavy armor and carrying heavy equipment, especially when it comes to what functions can be properly done while wearing such. | ||
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| + | ==== Hitting Hard ==== | ||
| In addition to skill checks, strength also grants a character a dice advantage with melee and pole-arm weapons. For every four dice of Strength, a character gets an additional die added to their melee weapon and pole-arm attacks. | In addition to skill checks, strength also grants a character a dice advantage with melee and pole-arm weapons. For every four dice of Strength, a character gets an additional die added to their melee weapon and pole-arm attacks. | ||
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attributes.1598719727.txt.gz · Last modified: by dungeonmaster
