Beginner Player’s Handbook

Melestra's core rulebook for new players

 

Character Creation: Attributes

 

 

Every character possesses seven attributes: Strength, Constitution, Dexterity, Charisma, Intelligence, Wisdom, and Willpower.

 

2.1: Attributes in Melestra and Their Effects

Attributes govern the character’s most basic capabilities, primarily—but by no means exclusively—those related to adventuring and combat. The higher a character’s attributes, the greater are their abilities: from the capacity to endure longer in combat and sustain more damage before collapsing, to gaining positive modifiers on saving throws against special attacks, a deeper understanding of the world, and more.

Some abilities and options also require a minimum score in a specific attribute in order to be used.

 

Example: To wield a heavy weapon, a character must have a Strength of at least 13. A weaker character simply cannot use such a weapon effectively in combat. Likewise, to cast hermetic spells (which are based on Intelligence), a character must have an Intelligence of at least 13.

 

The higher the priority assigned to Attributes during character creation, the greater the chance of generating a character with above-average or even exceptional attribute scores.

 

Strength: Affects attack rolls and damage in melee combat (armed or unarmed), as well as saving throws and talent checks related to lifting weights and bending bars.

 

Constitution: Affects the character’s Hit Points, resistance to fatigue checks for non-spellcasting characters, the ability to wear heavy armor over extended adventures, and saving throws against poison.

 

Dexterity: Affects initiative rolls, Armor Class, attack rolls with ranged weapons, and a variety of saving throws and attribute checks related to avoiding both natural hazards (such as falling rocks) and man-made traps (such as poisoned needles).

 

Charisma: Affects rolls related to verbal interaction or influencing other creatures. In other words, all talent checks associated with talents such as Performance, Storytelling, Persuasion, Leadership, Flirting, and Bartering are based on Charisma. It is also the primary attribute governing bardic spells.

 

Intelligence: Intelligence measures a character’s ability to acquire knowledge, master fine details, and apply them in a precise and technical manner at the appropriate time. A large number of spell types—including hermetic magic—are based on this attribute. Intelligence serves as the foundation for all talent checks related to knowledge and the retrieval of specific information (such as codes and ciphers, learning languages, and specific fields of knowledge).

 

Wisdom: As the name suggests, Wisdom reflects judgment, common sense, and the ability to understand other people and creatures, as well as what motivates them. It governs the ability to distinguish between what is essential and what is secondary in complex situations, and more.

Wisdom affects types of spells not covered by Intelligence or Charisma—including many priestly spells, nature magic, and similar effects—as well as attribute checks closely tied to insight, perception, and thoughtful understanding.

 

Players often confuse Intelligence and Wisdom. The following example may help illustrate the difference:

A tall and heavily built figure stands before the character, wearing a strange belt with a buckle that glows with an unusual light. A character with high Intelligence may recognize that the buckle is made of enchanted copper, set with a gem carved in the shape of a winged serpent, a style once common among certain classes of ogres before the En'mirian conquest.

A character with high Wisdom, on the other hand, will understand that staring at the groin of a heavily armed ogre may be interpreted as an insult—and is unlikely to end well.

 

Willpower: High Willpower is characteristic of determined individuals who know what they want. Conversely, a character with low Willpower is more easily influenced—whether through magical means or through mundane manipulation, emotional pressure, and similar methods.

Willpower is a critical attribute for resisting spells and spell-like abilities that influence or break the will (such as charm effects, love potions, confusion spells, or certain creatures that attempt to possess the character). It is equally important for resisting non-magical methods of breaking a character’s will (such as torture), and serves as the base attribute for all related saving throws. In addition, Willpower governs fatigue checks for spellcasting characters.

 

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2.2: Determining the Attributes of a New Character

There are two different methods for determining the attributes of a new character

The first method is faster and generally recommended. The player is given a fixed total, which they may distribute among the character’s attributes as they see fit, in accordance with their concept of the character and the requirements of the class they wish to play.

The higher the priority assigned to Attributes during character creation, the higher the total available for distribution among the seven attributes.

The second method is to grant the player a number of attribute rolls, from which the best results are selected to produce seven final attribute scores. The player may then assign these scores to the different attributes as they wish. The outcome of this method depends heavily on luck and the results of the rolls.

The higher the priority assigned to Attributes, the greater the number of additional rolls the player receives, allowing them to choose from a larger pool of results.

 

Fixed Totals

Rating

Fixed Total

Minimum

Attribute Score

Maximum

Attributes at 18

E

77

6

1

D

84

8

2

C

91

10

2

B

98

11

3

A

108

13[1]

3

 

Rolling Attributes

Rating

Dice per Roll

Number of Rolls

Flexibility

E

3d6

7

D

3d6

8

2

C

4d6

8

4

B

4d6

9

8

A

5d6

10

No Limit

 

Examples: The Effect of Attribute Priority on Attribute Rolls

Player A assigned a rating of E (Poor) to Attributes. As a result, he receives only 77 points to distribute among his attributes, or 7 rolls (one for each attribute, with no additional rolls that would allow him to discard very low results). Each roll is 3d6, meaning that every result must be kept, with no option to discard low dice within the roll.

By contrast, Player B assigned a rating of B (Important) to Attributes. She receives 98 points to distribute among her attributes, or 9 rolls (allowing her to discard the two lowest results and use the remaining seven for her character’s attributes).

Furthermore, each of Player B’s nine rolls is made using 5d6, from which the three highest dice are selected to determine the result of each roll.

 

Explanation of Table Terms and Balancing Restrictions

 

Flexibility: Flexibility is the number of points a player may shift between their attributes in order to strengthen certain attributes at the expense of less important ones. This limitation applies only when using the Rolling Attributes method.

 

Minimum and Maximum Attribute Limits in the Fixed Totals Method

To maintain balance and prevent abuse (for example, a player lowering one attribute to 3 in order to raise all others to 18), the Fixed Totals method includes two restrictions on the distribution of attribute scores:

      Minimum Attribute Score: Attributes cannot be reduced below a certain minimum, determined by the chosen Attributes priority rating.

      Maximum Attributes at 18: The number of attributes that may be set to 18 is limited, and is likewise determined by the Attributes priority rating.

 

 

2.3: Effects of Attribute Scores

 

Attribute Score

Standard Modifier

Percentile Modifier

3–4

3

10%

5–6

2

8%

7–8

1

5%

9–12

+0

No effect

13–15

+1

+1%

16–17

+2

+3%

18

+3

+5%

19–20

+4

+8%

21–23

+5

+12%

24–25

+6

+18%

 

Standard Modifier

The standard modifier determines the effect of an attribute score on related actions. This includes, among other things, the influence of Strength or Dexterity on Attack Rating, the effect of Strength on melee damage, the influence of Dexterity on Initiative rolls, the effect of Constitution on Hit Point rolls, and more.

 

Percentile Modifier

A much rarer modifier. It is typically used to affect detailed percentile (d100) tables that include multiple degrees of success and failure.ראש הטופס

 

תחתית הטופס

 

 

 

 

 

 

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Created and edited by Gideon Orbach (2017) © All rights reserved. Commercial use and/or any profit-making purpose is strictly prohibited without explicit permission from the creator, in writing and in advance. Noncommercial/personal use with no profit aim is allowed (and even recommended!)

 

 

 

 

 



[1] The Dungeon Master may, at their discretion, allow a player to assign one attribute a lower value—down to 11 or even 10—if it suits the character concept and is not the result of min-maxing. For example, it is commonly acceptable for a Wizard to reduce their Strength to 10, as it has little practical impact on gameplay.