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- - The Strength score determines item slots. Its modifier affects melee & thrown damage. Its Tests concern strength.
- - The Dexterity modifier affects Move & Stealth, and Defense if no armor is worn. Its Tests concern nimbleness and coordination.
- - The Constitution score (& the PC's level) determines hit points. Its modifier will often affect Saves concerning disease. It involves tests regarding endurance.
- - Intelligence is helpful for solving difficult problems and its modifier determines known languages. Knowable languages = 1 (native) + Int. Its Tests concern knowledge and intellect.
- - ~~Wisdom~~ Perception is used for initiative and can be used for detecting lies and perceiving.
- - Charisma can be the RP easy button and modifies Reaction rolls. Unlike in other GLOG rules, Charisma isn't tied to your Save. Its modifier determines your max number of henchmen/retainers, calculated as: 2 + Cha.
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