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Sunday, September 28, 2014

I Give a Fluff About The Core Attributes

Well, I've been promising two things and not pulling though do to lack of time.  First, I said I would do a series of fluff posts.  I've also been hinting at my "Goldenrod" S&W house rules.  Well here is the first in a series of posts about the Goldenrod attributes that will also kick off the Fluff posts! Without further ado, I give a fluff about the six core attributes!

The core attributes are looked at very differently by various groups.  Hell, they have similar, but varying, definitions between games and even editions of D&D itself!  I figure that if you, the reader, is to understand what I am doing with my house rules, you should understand how I define and utilize the traditional attributes.  We are going to examine each of these abilities, what they mean in game, and the fluff of why the mechanics operate that way.


First on any list is Strength.  Strength, as is implied, is a characters raw physical power and musculature.  We know, from in game use, that this allows our characters to bend bars, lift gates, carry more weight and open stuck doors.  This all makes a great deal of sense since physical power is implied in the name of the attribute.  What, however, of the combat related functions?  Have you ever thought about this?  A character (in OD&D only a Fighter) deals extra damage due to higher strength. This makes sense due to the force behind a blow struck by a heavier hand.   But how does the strength score allow one a better chance to hit a foe?  This would appear to be more in the realm of the Dex score.  This is not, however the case.  Simply put, the Strength of a character helps the character recover from weapons speeds and the inertia of the weapon's movement, being able to gain control over the weapon more quickly than a character of with a lower Strength score.


Dexterity is the measure of agility, finesse, hand-eye coordination, grace, balance and reflexes. Dexterity aids in thieving skills as well as aiding when firing a missile weapon, due to hand-eye coordination.  Dexterity, I believe, may also factor into saving throws requiring reflexes (in game this would be situational and be determined by the Referee.)  There is little fluff that I can add here that I do not presume to be commonly understood by players of the game.


Constitution measures the physique, health, resistance and endurance of a character's body.    That is to say a character's constitution is the aggregate of all of the character's physical abilities.  Constitution determines one's ability to resist poison and endure hardships of the body.  As will be seen in future installments, Con being the individual's physical fitness, may also impact the growth of and training physical attributes.


Intelligence measures a character's memory as well as their ability to reason, learn and deal with abstractions.  Intelligence also affects the spell casting ability of those who memorize spells by rote.


Wisdom is the measurement of a character's judgement, quile, intuition, ability to apply life experience and parable, mystical attunement and perceptiveness.


Charisma is a composite of a character's leadership ability, persuasiveness, charm and personal magnetism, ego and personal will.

Now that I have have given the "fluff" behind the attributes (as I see them) I can move on an present the Goldenrod rules for the given attributes.  Keep an eye on the blog if you're interested in what I have coming for the 6 primary attributes and the three additional attributes that I will be presenting!

As always...