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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. |