View difference between Paste ID: U8TFZND8 and buCV0rH8
SHOW: | | - or go back to the newest paste.
1-
The Strength score determines item slots. Its modifier affects melee & thrown damage. Its Tests concern strength.
1+
- The Strength score determines item slots. Its modifier affects melee & thrown damage. Its Tests concern strength.
2-
The Dexterity modifier affects Move & Stealth, and Defense if no armor is worn. Its Tests concern nimbleness and coordination.
2+
- The Dexterity modifier affects Move & Stealth, and Defense if no armor is worn. Its Tests concern nimbleness and coordination.
3-
The Constitution score (& the PC's level) determines hit points. Its modifier will often affect Saves concerning disease. It involves tests regarding endurance.
3+
- The Constitution score (& the PC's level) determines hit points. Its modifier will often affect Saves concerning disease. It involves tests regarding endurance.
4-
Intelligence is helpful for solving difficult problems and its modifier determines known languages. Knowable languages = 1 (native) + Int. Its Tests concern knowledge and intellect.
4+
- Intelligence is helpful for solving difficult problems and its modifier determines known languages. Knowable languages = 1 (native) + Int. Its Tests concern knowledge and intellect.
5-
~~Wisdom~~ Perception is used for initiative and can be used for detecting lies and perceiving.
5+
- ~~Wisdom~~ Perception is used for initiative and can be used for detecting lies and perceiving.
6-
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.
6+
- 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.