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Author Topic: Quick Question: Attribute Increases to Int Retroactive?  (Read 11461 times)
Morgenstern
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« Reply #15 on: July 28, 2008, 07:04:24 PM »

The case that can get really awkward is with attribute boosting gadgets. A Con boost can be very quickly calculated retroactively, it an int boost item also gave the person a load of skill points it would get very confusing.

To be clear, PERMANENT increases to INT grant skill points in Master Craft. Temporary changes do not. Similarly, permanent CON bonuses grant Wounds/Vitality, temporary do not.
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TheTSKoala
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« Reply #16 on: July 28, 2008, 07:10:43 PM »

The case that can get really awkward is with attribute boosting gadgets. A Con boost can be very quickly calculated retroactively, it an int boost item also gave the person a load of skill points it would get very confusing.

To be clear, PERMANENT increases to INT grant skill points in Master Craft. Temporary changes do not. Similarly, permanent CON bonuses grant Wounds/Vitality, temporary do not.

Not to be argumentative, but while I understand Temp INT boosts wouldn't gain extra knowledge, but Temp CON boosts (like a Steroids or PCP), shouldn't that give temp Vit / Wound boost?  Sorta like a drug or the such?
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TheTSKoala
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« Reply #17 on: July 28, 2008, 07:21:30 PM »

The case that can get really awkward is with attribute boosting gadgets. A Con boost can be very quickly calculated retroactively, it an int boost item also gave the person a load of skill points it would get very confusing.

To be clear, PERMANENT increases to INT grant skill points in Master Craft. Temporary changes do not. Similarly, permanent CON bonuses grant Wounds/Vitality, temporary do not.

Not to be argumentative, but while I understand Temp INT boosts wouldn't gain extra knowledge, but Temp CON boosts (like a Steroids or PCP), shouldn't that give temp Vit / Wound boost?  Sorta like a drug or the such?

To clarify:  Boost to the Max, not exactly healing.
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« Reply #18 on: July 28, 2008, 08:14:32 PM »

Temporary CON boosts don't increase vitality or wounds? When did that happen?
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Morgenstern
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« Reply #19 on: July 28, 2008, 11:58:09 PM »

In Master Craft. It's very simple - temporary attribue modifiers affect skill checks and saves (and encumberance). All those values that are "X + modifier per level" are only interested in your current and permanent score. One rule for all the attributes Smiley.
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Morgenstern
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« Reply #20 on: July 29, 2008, 12:12:43 AM »

This is the relevent section of character creation from chapter 1 Smiley.

Step 1: Attributes
Your most basic strengths and weaknesses are defined by six “attributes” — three physical (Strength, Dexterity, Constitution) and three mental (Intelligence, Wisdom, and Charisma).

Strength (Str): Physical power and musculature.
Dexterity (Dex): Physical grace.
Constitution (Con): Health and toughness.
Intelligence (Int): Ability to learn and reason.
Wisdom (Wis): Common sense, intuition, and perception.
Charisma (Cha): Attractiveness, personality, persuasiveness, and guile.

Each attribute begins with a score of 8 to 18 and generates a modifier. Scores of 10 and 11 are average for most characters and grant a modifier of +0. For every 2 points above or below this range, the modifier increases or decreases by 1, as shown on Table 1.XX: Attribute Scores. These modifiers are applied to many things, as shown in the Skills section of Chapter 2 and Table 1.XX: Attribute Modifiers.

Starting Attribute Scores
You have 36 points to spend on attributes. Costs are shown on Table 1.XX Attribute Scores. Assign the highest scores to represent your strengths and the lowest scores to represent your weaknesses. Keep in mind that many classes benefit from certain attributes and that your Origin often adjusts your starting attributes.

Example: Kevin uses his 36 points to purchase a Strength of 13 (6 points), a Dexterity of 15 (11 points), a Constitution of 11 (3 points), an Intelligence of 12 (4 points), a Wisdom of 12 (4 points), and a Charisma of 14 (8 points).

Table 1.XX: Attribute Scores
Score   Cost   Modifier
1   — *   –5
2-3   — *   –4
4-5   — *   –3
6-7   — *   –2
8   0   –1
9   1   –1
10   2   +0
11   3   +0
12   4   +1
13   6   +1
14   8   +2
15   11   +2
16   14   +3
17   18   +3
18   22   +4
19   — *   +4
20-21   — *   +5
22-23   — *   +6
24-25   — *   +7
Etc.   — *   Etc.
* This score may not be purchased at character creation.

Table 1.XX: Attribute Modifiers
Attribute - Applications (Excluding Skills)
Strength - Attacks (Melee, Unarmed), Damage (Melee, Unarmed, Hurled)
Dexterity - Attacks (Ranged), Initiative, Defense, Reflex Saves
Constitution - Vitality per level, Fortitude saves
Intelligence - Skill points per level
Wisdom - Will saves
Charisma - Disposition, Wealth

Impairment
A character’s attribute scores may change over time, sometimes temporarily, sometimes permanently. When a change is permanent, all of your affected scores change accordingly. The same is true of temporary changes, except for wounds, vitality points, skill points, and skill focuses, which are only affected by permanent attribute changes.
When an attribute is temporarily impaired, half the lost points are regained at the end of each scene (rounded up).

Example: Kevin temporarily loses 3 points of Dexterity, dropping his score from 16 to 13 and his modifier from +3 to +1. This reduces his ranged attack bonus, Initiative bonus, Defense, Reflex save bonus, and Dex-based skill check bonuses by 2 each. At the end of the scene he recovers 2 points and his modifier rises to +2. The impairment will be fully recovered at the end of the following scene.

An attribute may not drop below 0. When one or more attributes drops to 0, you immediately fall unconscious until the score is restored to at least 1.

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« Reply #21 on: July 29, 2008, 01:03:04 AM »

An attribute may not drop below 0. When one or more attributes drops to 0, you immediately fall unconscious until the score is restored to at least 1.

Shouldn't 0 Constitution kill you?
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« Reply #22 on: July 29, 2008, 02:29:54 AM »

It's typically negative numbers that kill you. Or dividing by 0.
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Morgenstern
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« Reply #23 on: July 29, 2008, 02:36:21 AM »

An attribute may not drop below 0. When one or more attributes drops to 0, you immediately fall unconscious until the score is restored to at least 1.

Shouldn't 0 Constitution kill you?

Why should zeroing out one attribute kill you and not the others? Its a heck of a lot simpler to have one rule for all of them Smiley.
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Krensky
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« Reply #24 on: July 29, 2008, 04:20:51 AM »

I assume temporary vitality/wounds will be expressly granted by rage or buff effects?
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« Reply #25 on: July 29, 2008, 01:41:24 PM »

An attribute may not drop below 0. When one or more attributes drops to 0, you immediately fall unconscious until the score is restored to at least 1.

Shouldn't 0 Constitution kill you?

Doesn't have to. After all, wounds can go below 0 without killing you (most of the time). 0 in a stat essentially equals a coma, pretty much like the 2.0 rules for 0 Int, Cha, or Wis IIRC, and basically like the rules for 0 Dex and Str in 2.0.
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OverNinja
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« Reply #26 on: July 29, 2008, 03:09:39 PM »

It's the D&D, a 0 Constitution will kill you. A holdover from there.
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LordKruelos
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« Reply #27 on: July 30, 2008, 08:56:55 AM »

One Rule to Rule Them All...

The more I hear about the MasterCraft modifications, the easier I think it will be to sell players on trying it out.
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« Reply #28 on: July 30, 2008, 11:29:32 AM »

One Rule to Rule Them All...

The more I hear about the MasterCraft modifications, the easier I think it will be to sell players on trying it out.

Two guiding lights for Mastercraft - clarity and intuitive design. Every rule not only needs to be easy to learn it has to be easy to remember. The editorial philosophy with this project is simple and razor sharp: distill the game we already have down to a level where each player can memorize the rules that matter to him, the GM can memorize the rules needed to play casually, and everyone can memorize where everything else is. That's it - nothing more and nothing less.
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Morgenstern
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« Reply #29 on: July 30, 2008, 12:14:59 PM »

I assume temporary vitality/wounds will be expressly granted by rage or buff effects?

Yes, temporary wounds/vitality are presented seperately from a Con bonus.
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