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Author: Chris Marlowe
Subabilities and d20One of the things I really liked in 2e was the whole Skills and Powers stuff. I really liked how I could use those options to sculpt my character. I would have liked to insert a lot of the S&P into 3e, or d20. The traits and disadvantages are cool, but I'm not going to refer to them right now (as d20 already has skills and feats, and adding traits and disadvantages can get really confusing/complex). The one part of S&P that I've maintained in my campaign is the subabilities. For those of you not familiar with S&Ps subabilities, the six main abilities were each divided into two subabilities, as follows: Strength had Stamina and Muscle; Dexterity had Aim and Balance; Constitution had Health and Fitness; Intelligence had Reason and Knowledge; Wisdom had Intuition and Willpower; Charisma had Leadership and Appearance. Now, beyond the technical applications of the subabilities, this breakdown of the abilities allowed me to envision more clearly what these numbers meant for my character. So, I could have a ranger and a thief, both with a 15 Dexterity, but the ranger might have a 16 Aim and a 14 Balance while the thief might have a 17 Balance and a 13 Aim. And, of course, it finally broke down what Charisma actually met. That paladin might have a high Leadership while that bard had a high Appearance. That part maps directly to d20. I don't use subabilities for everything, but sometimes I like to have a character with high Reason but low Knowledge, or high Stamina and low Muscle. It really helps me to envision my character or sculpt a character concept. Subabilities also have technical applications. The main one is the adjustments. If your character has a high Stamina, that character can carry much, but a high Muscle allows for better combat adjustments. In some cases, this can be used for simply building a technically advanced character, but this is also important for those using subabilities to sculpt a character concept, as the concept the incurs both advantages and disadvantages. Applying subabilities in d20 also means applying the subabilities to the skills. For example, in d20, the skill Balance is adjusted based on Dexterity. This is an easy one to figure out. Obviously, the Balance skill would be adjusted by the Balance subability. However, what about the Escape Artist skill? Is that Balance or Aim? When considering a skill like Escape Artist, I look at the actual description of the subability. So, for the Dexterity subabilities, Aim is supposed to represent hand-eye coordination and manual acuity, while Balance is supposed to represent reflexes and overall agility. The Escape Artist skill is supposed to apply to actions like slipping out of bonds or manacles as well as squeezing through tight spaces. To me, this meant that Balance, with its focus on overall agility, would adjust the Escape Artist skill. However, it is easy to argue that Escape Artist also necessitates manual acuity (which one of my players did!). It makes sense. After a long discussion, while subabilities were retained, sometimes the ability was used to adjust a skill, such as Dexterity for the Escape Artist skill, while the subability was used to adjust others, such as Balance for Balance. Subabilities also affect Feats in the area of prerequisites. For something like Dodge, it seemed obvious that Balance was the proper subability to use as a prerequisite, while Aim is the subability to use as a prerequisite for Ambidexterity. For some Feats, like Deflect Arrows, the Ability, in that case, Dexterity, was fitting to use as a prerequisite. An individual using the Deflect Arrows feat would use hand-eye coordination, manual acuity and reflexes, and thus, the Ability was applicable. Finally, the subabilities affected magical adjustments for the various spell-users. In my campaign, wizards' magical adjustments--like Difficulty Class and bonus spells--are based on Intelligence, as my group decided that a wizard's skill with magic is based on both his ability to reason and his overall knowledge. Sorcerers and bards, on the other hand, do not gain magic based on physical attractiveness, so their magical adjustments are based on Leadership. So, that's a quick overview of how I've taken subabilities from S&P and transferred them into my d20 campaign. So far, it's gone very well, and my players are all pleased with it. A measure of their interest is that the other DM in the group, who'll take over when the players have completed my campaign, is also going to use subabilities in his campaign. Maybe it's something that might add something to yours. Maybe it's too much work for too little advantage, but I've found it adds a lot to both character creation and the use of skills, feats and magic.
Chris Marlowe doesn't have enough money, time or beer. He plays RPGs, he writes, he reads, and when he has time, he works. He's hiding out at an undisclosed location beneath the Arctic, trying to dodge his student loan payments. Don't tell anyone. WIZARDS OF THE COAST®; Advanced Dungeons & Dragons®; AD&D®; Dungeons & Dragons®; D&D®; Player's Option TM are registered trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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