Still aglow from my 1,000th blog post, I had an idea about ability scores. As always, narrative > numbers.
Inspired by this here video by Lord Matteus, a breakthrough occurred. For a little while, I've wanted to give myself a reason for rolling those six ability scores again. In case anyone doesn't know, when it comes to the OSR, I've been pretty much running my Crimson Dragon Slayer or Advanced Crimson Dragon Slayer for the past 8 years or so. And going without ability scores, altogether.
But I grew up with them, and always liked the idea of random chance helping to create the concept of player-characters. I wanted a reason to roll one time (and one time only, not doing ability score checks or ability-specific saving throws), at the beginning, and to never have to consult them again. But I was like the writer constantly balling-up paper full of bad ideas and tossing them into the black wire trashcan.
However, I came up with something that I really want to try (always a good sign in game design).
Each PC gets a roll of 3d6 in order for the usual (Strength, Intelligence, etc.), and consult the following table...
Ability Score Results
You rolled a 3: This means whenever you're trying to do something that would involve that ability, you roll at Disadvantage, as well as, taking a flaw, weakness, fault, failing, or defect.
You rolled a 4-7: You take a flaw, weakness, fault, failing, or defect for that particular ability. For instance, if you rolled a 5 for Charisma, maybe you're excessively argumentative.
If you rolled an 8-13: That's average enough not to bother with.
You rolled a 14-17: You take a talent, skill, proficiency, benefit, or merit for that particular ability. For instance, if you rolled a 16 for Wisdom, maybe you have a way of looking at the universe that makes people feel at ease.
You rolled an 18: Whenever you're trying to do something that would involve that ability, you roll with Advantage, as well as, taking a talent, skill, proficiency, benefit, or merit.
Flaws, weaknesses, faults, failings, and defects are something the player and GM work on together. Once chosen, the player should use that to inform his roleplaying. If the PC leans into their flaw, etc., and it has a significant impact on the session, that player gets a point of Divine Favor.
Talents, skills, proficiencies, benefits, and merits are something the player and GM work on together. Once chosen, the PC has the idiosyncratic gift that will impress his companions, confound his adversaries, or fall back on when things get tough.
What does that look like in game terms? If there's no pressure, the PC can just do that thing (no roll necessary). If the heat is on, something hangs in the balance, and there are real stakes, the PC should get a standard skill-check roll for activities few are able to perform (like translating a scroll written in A'armaic). If the PC is attempting something that's fairly routine (such as avoid a tripwire while keeping an eye out for traps), they get to roll with Advantage.
How do you know if a particular ability is relevant? If it's obvious, such as strength determining his ability to lift a portcullis, just go with it. If it's less obvious, like strength determining how well he can fish in an underground lake, the player must justify it to himself, the GM, and the entire table. As always, Game Masters have the last word.
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To reiterate, the beauty is that the rolling happens, and it means something for the campaign (or one-shot) without ever having to resort to remembering the number or using a little bonus as a modifier for certain rolls. Especially as I run virtual games without character sheets, I never want ability scores to be necessary.
While a small part of me is prepared to nerd-out with little ability score cheat-sheets that I have near me every time we sit down to play, the practical side of me realizes that's not simply superfluous GMing hassle... it's a liability to my fast, loose, and minimalist way of running the game.
The good stuff and bad stuff become memorable as it's immediately woven into the character's background at character creation. Players are forced to remember because either way, they get a potential benefit - with the flaws, there's a chance of garnering Divine Favor, and with the talents, well... you get a talent. The only one the GM might have to do the lion's share of recall is an ability score of 3. But that's so comically bad (comedy gold) that it should be something to celebrate, roleplaying-wise. Stretch those acting muscles. ;)
Anyhow, let me know what you think. As we've already had our 8th session of this leg of the campaign, it might (yes, I said might) be too late for these PCs. That means the earliest playtest will be VENGER CON V: The Will To Power happening in just a couple months in Madison, WI. Get your weekend badge, now!
Enjoy,
VS
p.s. Yes, weekend badges are now available for July 2026's VENGER CON V: The Will To Power. Want the hardcover Cha'alt trilogy? Here's how (and they're currently on sale!)!!


I like how this is implemented. It lets the roll occur for the general "score", but it also scratches the narrative itch. It's interesting to see your rules developing over time in these blog posts. Cool stuff!
ReplyDeleteThanks, hoss! After decades of game design, my own personal style is coming through.
DeleteA game that had no attribute scores seemed crazy to me until I realized how liberating it was. It definitely works for a game like Cha'alt. I still wondered though if a player had a concept for a character who was exceptionally strong, hyperintelligent or super nimble, for example, how couid I achieve that? I came up with letting that be their "noteworthy feature" at first level. So if a character excelled in some area far beyond others, they could gain Advantage on certain situations as well as +1 to damage for strong characters, +1 to spells, AC, etc. in some way that made sense for a typical attribute. Conversely, if someone wanted to play a weakling or someone fragile or unhealthy a la Elric or Raistlin, they would have Disadvantage in some situations but could take a free feat from Cha'alt Ascended to offset that. This is cool for a character who has paid "the price of magic" or someone who makes up for a deficiency by excelling in another area.
ReplyDeleteSide note: My player who has a Reptilian character recently asked if there was a way to keep an ability longer that was gained from eating a defeated enemy's heart. I decided that when he was eligible to receive a feat again from Cha'alt Ascended, he could instead gain that ability, perhaps usable once per session. It would be almost like the harrowed "coup" abilty from Deadlands.
He recently ate the heart of a cyborg, so I think he wants to fly around on golden shimmering discs like that guy did.
Cool. Yeah, that's how I do it. I should remind players that their one notable thing is the minimum... if they want to come up with more, that's no prob!
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