RP stats

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Therlynn
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RP stats

Unread post by Therlynn »

I've found this a very hard one in the nwn games since it's always a toss up between gameplay and stats (it's also hard with P&P imo)
It's also an endless D&D discussion about how to RP your stats with charisma being the middle point of heated arguments.

Now we can all imagine how it is to be stronger/faster and have more endurance.
Though grasping the concept of charisma/intelligence and wisdom is another beast.
In a game like D&D they tend to make out say 30 wisdom as very wise or 30 intelligence as a genius.
Which in case you aren't it means you are not rping your stat.

The way around it is simply playing along with it and making the rest RP more stupid than they are, this is a lot easier.

In my eyes there is no real difference between a 20 or 30 charisma/wisdom character aside from mechanics.
Which leads me to say that stats aren't all that important for RP quality.


Up to the point where I found a site with where some one was using these basic rules sets as DM and truth be told it makes sense.
While it won't make the person wiser for example it does allow you as rper to put him in that roll by providing extra information.

I’ve heard a lot of interpretations of ability scores. The most common of these is “Charisma correlates strongly to good looks”, which is incorrect and tends to irritate players of low-Charisma characters, but anytime there’s something the stats don’t cover explicitly (like weight and build), we try to draw conclusions about them based on the hard numbers we have. The problem is that this still leave a lot to interpretation. What’s the actual strength difference between a person who can lift 80 pounds and a person who can lift 100 pounds? How tough is a bard with Constitution of 14, really? What does it mean for my character when I roll poorly and have to drive the 3-Charisma barbarian?

I put together this list a few years ago to try to put this in simple language. Below are some quick descriptions of every stat, from 1 (a modifier of -5, or as low as a character can get without being undead or a construct) to 25 (a modifier of +7, or as high as a PHB character can get without magic):

Strength
1 (–5): Morbidly weak, has significant trouble lifting own limbs
2-3 (–4): Needs help to stand, can be knocked over by strong breezes
4-5 (–3): Knocked off balance by swinging something dense
6-7 (–2): Difficulty pushing an object of their weight
8-9 (–1): Has trouble even lifting heavy objects
10-11 (0): Can literally pull their own weight
12-13 (1): Carries heavy objects for short distances
14-15 (2): Visibly toned, throws small objects for long distances
16-17 (3): Carries heavy objects with one arm
18-19 (4): Can break objects like wood with bare hands
20-21 (5): Able to out-wrestle a work animal or catch a falling person
22-23 (6): Can pull very heavy objects at appreciable speeds
24-25 (7): Pinnacle of brawn, able to out-lift several people
Dexterity
1 (–5): Barely mobile, probably significantly paralyzed
2-3 (–4): Incapable of moving without noticeable effort or pain
4-5 (–3): Visible paralysis or physical difficulty
6-7 (–2): Significant klutz or very slow to react
8-9 (–1): Somewhat slow, occasionally trips over own feet
10-11 (0): Capable of usually catching a small tossed object
12-13 (1): Able to often hit large targets
14-15 (2): Can catch or dodge a medium-speed surprise projectile
16-17 (3): Able to often hit small targets
18-19 (4): Light on feet, able to often hit small moving targets
20-21 (5): Graceful, able to flow from one action into another easily
22-23 (6): Very graceful, capable of dodging a number of thrown objects
24-25 (7): Moves like water, reacting to all situations with almost no effort
Constitution
1 (–5): Minimal immune system, body reacts violently to anything foreign
2-3 (–4): Frail, suffers frequent broken bones
4-5 (–3): Bruises very easily, knocked out by a light punch
6-7 (–2): Unusually prone to disease and infection
8-9 (–1): Easily winded, incapable of a full day’s hard labor
10-11 (0): Occasionally contracts mild sicknesses
12-13 (1): Can take a few hits before being knocked unconscious
14-15 (2): Able to labor for twelve hours most days
16-17 (3): Easily shrugs off most illnesses
18-19 (4): Able to stay awake for days on end
20-21 (5): Very difficult to wear down, almost never feels fatigue
22-23 (6): Never gets sick, even to the most virulent diseases
24-25 (7): Tireless paragon of physical endurance
Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2-3 (–4): Barely able to function, very limited speech and knowledge
4-5 (–3): Often resorts to charades to express thoughts
6-7 (–2): Often misuses and mispronounces words
8-9 (–1): Has trouble following trains of thought, forgets most unimportant things
10-11 (0): Knows what they need to know to get by
12-13 (1): Knows a bit more than is necessary, fairly logical
14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16-17 (3): Fairly intelligent, able to understand new tasks quickly
18-19 (4): Very intelligent, may invent new processes or uses for knowledge
20-21 (5): Highly knowledgeable, probably the smartest person many people know
22-23 (6): Able to make Holmesian leaps of logic
24-25 (7): Famous as a sage and genius
Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2-3 (–4): Rarely notices important or prominent items, people, or occurrences
4-5 (–3): Seemingly incapable of forethought
6-7 (–2): Often fails to exert common sense
8-9 (–1): Forgets or opts not to consider options before taking action
10-11 (0): Makes reasoned decisions most of the time
12-13 (1): Able to tell when a person is upset
14-15 (2): Can get hunches about a situation that doesn’t feel right
16-17 (3): Reads people and situations fairly well
18-19 (4): Often used as a source of wisdom or decider of actions
20-21 (5): Reads people and situations very well, almost unconsciously
22-23 (6): Can tell minute differences among many situations
24-25 (7): Nearly prescient, able to reason far beyond logic
Charisma
1 (–5): Barely conscious, probably acts heavily autistic
2-3 (–4): Minimal independent thought, relies heavily on others to think instead
4-5 (–3): Has trouble thinking of others as people
6-7 (–2): Terribly reticent, uninteresting, or rude
8-9 (–1): Something of a bore or makes people mildly uncomfortable
10-11 (0): Capable of polite conversation
12-13 (1): Mildly interesting, knows what to say to the right people
14-15 (2): Interesting, knows what to say to most people
16-17 (3): Popular, receives greetings and conversations on the street
18-19 (4): Immediately likeable by many people, subject of favorable talk
20-21 (5): Life of the party, able to keep people entertained for hours
22-23 (6): Immediately likeable by almost everybody
24-25 (7): Renowned for wit, personality, and/or looks
Last edited by Therlynn on Sat Oct 12, 2013 1:51 am, edited 1 time in total.
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Maverick 40
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Re: RP stats

Unread post by Maverick 40 »

These are my main character's attributes before any spell buffing, or item enhancement. I think I RP him appropriately. If there is anyone I regularly RP with who thinks I can improve in any of these areas, please PM me. I do not mind constructive criticism :)



Strength

12-13 (1): Carries heavy objects for short distances

Dexterity

24-25 (7): Moves like water, reacting to all situations with almost no effort

Constitution

12-13 (1): Can take a few hits before being knocked unconscious

Intelligence

18-19 (4): Very intelligent, may invent new processes or uses for knowledge

Wisdom

12-13 (1): Able to tell when a person is upset

Charisma

8-9 (–1): Something of a bore or makes people mildly uncomfortable
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AlfarinIcebreaker
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Re: RP stats

Unread post by AlfarinIcebreaker »

But what about items and buffs? Let's say your character has 9 starting Charisma and constantly (or when situation demands) wears a ring of Charisma +3 which adds up to 12 Charisma in total? Or casts Eagle's Splendor when he wakes up. Why should you RP your character as uncharismatic then?

And good line on -1 Charisma modifier. It doesn't make your character ugly as sin or autistic, just a little more introverted/passive.
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Maverick 40
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Re: RP stats

Unread post by Maverick 40 »

I believe when you have an item, or utilize magic to supplement your attributes, then you have full right to RP the higher stat scores but that is just my opinion :arrow: :|
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Hoihe
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Re: RP stats

Unread post by Hoihe »

Maverick 40 wrote:I believe when you have an item, or utilize magic to supplement your attributes, then you have full right to RP the higher stat scores but that is just my opinion :arrow: :|

I believe the same thing.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
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Alezka Silverstone
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Re: RP stats

Unread post by Alezka Silverstone »

Hoihe wrote:
Maverick 40 wrote:I believe when you have an item, or utilize magic to supplement your attributes, then you have full right to RP the higher stat scores but that is just my opinion :arrow: :|

I believe the same thing.
only immediate changes, not life long changes, IMO...

sort of like "this one time I did this..."
Therlynn
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Re: RP stats

Unread post by Therlynn »

I think any buff/item can be rped.
Which does bring me on a new thought, RP a stupid half orc with -6 and he becomes a bit more 'normal' with the int ring hehe.

Anyway

Say your character has 16 strength , he will need some muscles to be that strong.

Now my other character has 12 strength and casts bull strength I guess the muscles grow

Now my 12 strength character puts a ring on, in this case I think it's more like the ring makes him stronger but no physical alterations.

((I might be wrong here though)


The problem with this is of course when you bring in charisma, though you could always RP that because of that item your character just has something 'extra'.
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Hoihe
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Re: RP stats

Unread post by Hoihe »

With magical enhancements it can also show as form of muscle coordination being improved or however that is called. Another important aspect to being powerful, in addition to sheer muscle size. Think the strongest man on earth has smaller muscles than most Body builders thanks to excellent muscle coordination.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
McGondy
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Re: RP stats

Unread post by McGondy »

This guide is exactly what I was looking for! Brilliant!!
Azelle
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Re: RP stats

Unread post by Azelle »

Given that IRL, pretty much no one goes over 6th level, values of 20 or higher should be superhuman (i.e. If you can compare it to a real life human you're not thinking big enough.) while a 19 would be some sort of freak of nature with a perfect aptitude for that attribute (i.e. 18 base), and then continued working on improving it throughout their life (i.e. Attribute increase at level 4).

10 is the average, and also the most common attribute for a human

0 is immobile (str, dex), dead (con), or comatose (int, wis, cha)

Other values are harder to place, however they'd probably follow a somewhat bell shaped distribution.

http://thealexandrian.net/wordpress/587 ... ctations-2

This article does a good job of it though.
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