Tag Archives: Palladium Role-Playing Game

Ability scores in fantasy role-playing games up to 1983

While researching some posts, I looked at the ability scores in the fantasy role-playing games published from 1974 to 1983. My notes grew until they became the tables that appear here.

These tables encompass nearly every fantasy RPG published between 1974 and 1983 that I happen to have, and I must have almost all of them. I cannot find my copy of Lords of Creation from 1983. Sorry LoC fans.

The table lists a 13 character traits from strength to beauty, and indicates the ability score each game uses to represent the trait. To decide on the mappings, I drew on each game’s description of an ability, and on the ability’s mechanical effect in the game. If more than one score contributed to an ability, I mapped the score with the biggest contribution.

Trait Blackmoor
(1971-1973)
Dungeons
& Dragons
(1974)
Tunnels &
Trolls
(1975)
Empire of
the Petal
Throne
(1975)
Metamorphosis
Alpha
(1975)
Arduin
(1977)
Chivalry
& Sorcery
(1978)
RuneQuest
(1978)
Adventures
in Fantasy
(1978)
Advanced
Dungeons &
Dragons
(1978)
The Fantasy
Trip
(1977-1980)
RoleMaster
(1980-1982)
DragonQuest
(1980)
Bushido
(1980)
Swordbearer
(1982)
Hero System
(1981)
Palladium
Role-playing
Game (1983)
Strength Strength Strength Strength Strength Strength Strength Strength Strength Strength Strength Strength Strength Physical Strength Strength Strength Strength Physical
Strength
Stamina Health Constitution Constitution Constitution Constitution Stamina Constitution Constitution Stamina Constitution Constitution Fatigue Health Mass Constitution Physical
endurance
Health Constitution Health
Durability Endurance Body
Magic ability Brains Intelligence Intelligence Intelligence   Intelligence Intelligence Power Intelligence Intelligence IQ Reasoning
Memory
Magical aptitude Will   Intelligence IQ
Intelligence Intelligence Intelligence Intelligence Wit Intelligence
Search ability                   Intuition Perception  
Awareness                    
Willpower       Psychic
Ability
Mental
Resistance
Ego       Wisdom Self Discipline Willpower Will   Ego Mental
Endurance
Spirituality Cunning Wisdom       Wisdom Wisdom       Empathy          
Precision of
movement
  Dexterity Dexterity Dexterity Dexterity Dexterity   Dexterity Dexterity Dexterity Dexterity Dexterity Manual
Dexterity
Deftness Agility Dexterity Physical
Prowess
Quickness   Agility Quickness Agility Speed Speed
Charm Credibility Charisma Charisma   Leadership
Potential
Charisma Charisma Charisma Charisma Charisma   Presence       Presence Mental
affinity
Beauty Looks
Sex
Comeliness Comeliness Personal
Appearance
Comeliness
(Unearthed
Arcana
)
Physical Beauty     Comeliness Physical
Beauty

Throughout all the years, fantasy RPGs adopted ability scores descended from the original six scores in D&D. Sometimes the names change—only the term “Strength” remains constant—but the essential traits remain. Some games split one of the original ability scores into narrower abilities: Dexterity splits into an attribute for precise movements and one for quickness. Constitution splits into attributes for endurance and resilience. Charisma splits into attributes for charm and beauty. With Unearthed Arcana, AD&D experimented with the Charisma and Comeliness split.

Not all games represent every trait in an ability score. When no ability applies to a trait, the cell appears in yellow.

The table omits a few odd ability scores that share no comparable scores in the other games. Tunnels & Trolls includes Luck, which apparently gives players a chance to roll all their saving throws at once. Chivalry & Sorcery includes Bardic Voice, for your Feudal Idol campaign. Arduin adds Mechanical Ability and Swimming Ability because no one had invented skills yet.

These games come from an era when most designers worked to simulate game worlds more accurately than D&D. In the games that appeared in the early ’80s, this quest for realism shows in burgeoning numbers of ability scores. Powers & Perils appeared in 1983 and reaches a pinnacle for the situationist era of ability scores.

Powers & Perils, one of Avalon Hill’s RPGs from 1983

Powers & Perils, one of Avalon Hill’s RPGs from 1983

Powers & Perils uses scores for Strength, Stamina, Dexterity, Agility, Intelligence, Will, Eloquence, Empathy, Constitution, and Appearance. If designers had borrowed Bardic Voice from C&S, they would have covered everything. The game drops combinations of these 10 attributes into formulas for various factors used in the game. For example, to find your character’s Hit Point Value (HPV), calculate (S + St + C)/4, using Strength, Stamina, and Constitution. The game includes pages of similar equations, and thus defied my attempts to match abilities to my table. By 1984, unpopular RPGs such as P&P and Lords of Creation drove Avalon Hill to write a check for the RuneQuest license.

Meanwhile, The Fantasy Trip came from Steve Jackson’s man-to-man skirmish games, Melee and Wizard, and used just three ability scores. As the first RPG to use a point-buy system for ability scores, the abilities in TFT needed to be equally valuable.

The first Hero System game, Champions, also featured a point-buy system, but the system never balances the value of abilities. Instead, more valuable abilities cost more points. Other games on this list never needed to balance ability scores; players rolled the dice and took what chance gave them.

For comparison, D&D Next’s ability scores map as follows.

Characteristic Dungeons & Dragons
Next (2014)
Strength Strength
Endurance Constitution
Health
Durability
Magic
ability
Intelligence
Intelligence
Search
ability
Awareness Wisdom
Willpower
Spirituality
Precision Dexterity
Quickness
Charm Charisma
Beauty

In the games that followed D&D, only the Wisdom ability score stands with few clear descendants. The story of Wisdom is a subject for a future post.

Hitting the to-hit sweet spot

(This post continues a discussion I started in “What does D&D have to do with ironclad ships?”)

Through the evolution of Dungeons & Dragons, the game uses two mechanics to determine an attack’s damage output: to-hit rolls and damage rolls.

In D&D, hitting is fun, while missing feels like a bummer, particularly if you waited a while for your turn. Why not remove misses from the game?  Once characters gain enough hit points to survive a few attacks, D&D could drop to-hit rolls and─with a few adjustments─still work.

Skipping damage rolls

Back in the third-edition era, Jonathan Tweet advised dungeon masters to speed high-level fights by substituting average damage for rolled damage. In fourth edition, first-level characters have enough hit points to make this approach possible at any level. In a The Dungeon Master Experience post, Chris Perkins explains how he uses nearly average damage plus 1d6, added for a bit of flavor.

The Chivalry & Sorcery game (1977) skipped damage rolls, assuming “that the damage inflicted by a particular weapon in the hands of given character will be more or less constant.”

The notion of dropping to-hit rolls may seem strange but here’s the crux: Against high hit points, to-hit rolls just turn into another damage-reduction mechanic. In fourth edition, everyone but minions has fairly high hit points and everyone hits about 60% of the time. The damage dealt in combat would work out about the same if we just assumed everyone always hits and multiplied everyone’s hit points by 1.67.

Of course, your to-hit percentage varies from a set percentage, because armor can make hitting more difficult. How can a system without to hit rolls account for armor class? In my post, “The brilliance of unrealistic hit points,” I explained how hit points in D&D function as an ingenious damage-reduction mechanic. Virtually every tabletop role-playing game that aimed for realism made armor reduce damage. In our hypothetical rules variant, why not use D&D’s damage-reduction mechanic to represent protective armor? Suppose different types of armor multiplied your hit points. Suppose high dexterity increased hit points, giving more ability to “turn deadly strikes into glancing blows,” just like the game says.

Does abandoning to-hit rolls seem crazy? It has been done.

Tunnels & TrollsTunnels and Trolls (1975) stands as the one early system that defied RPG hobby’s early mania for realism. Ken St Andre, T&T’s designer, aimed for greater simplicity. T&T drops the to-hit roll entirely. Combatants simply weigh damage rolls against each other. Like Tunnels & Trolls, most RPG-inspired video games seem to drop anything equivalent to a to-hit roll. The damage simply rises as you click away at your enemy.

Drawbacks of always hitting

While undeniably simpler, and probably about as realistic as D&D, the you-always-hit approach suffers three problems:

  • Especially with ranged attacks, rolling to hit fits real-world experience much closer than assuming a hit and skipping straight to damage. Technically speaking, skipping the to-hit roll feels bogus.
  • The two possible outcomes of a to-hit roll offer more drama than the mostly-average damage roll.
  • The to-hit roll provides intermittent, positive reinforcement to the process of making an attack.

You know all about positive reinforcement. It makes you stay up late chasing one more level when you should be in bed. Reinforcement that randomly rewards a behavior is more powerful than reinforcement that occurs every time. In a casino, the best bet comes from the change machines, which pay 1-for-1 every single time. Intermittent, positive reinforcement drives people to the slot machines. As the Id DM might say, “The variable ratio schedule produces both the highest rate of responding and the greatest resistance to extinction.” In short, hitting on some attacks is more fun than hitting on every attack.

Although D&D uses a d20 roll to hit, the game plays best when the odds of hitting stand closer to a coin flip. At the extremes, the math gets strange. For combatants who almost always hit, bonuses and penalties become insignificant. For combatants looking for a lucky roll, small bonuses can double or triple their chance to hit. Also, the game plays better when your chance of hitting sits around 60%. When your nears 95%, the roll becomes a formality. When your chance dwindles toward 5%, then the to-hit the roll feels like a waste of time, especially because beating the long odds probably still earns minimal damage.

When the chance of hitting stays between, say, 30% and 70%, the game reaps play benefits:

  • The to-hit roll provides intermittent, positive reinforcement to the process of making an attack.
  • Many attacks can hit and inflict damage, providing constant, positive feedback to players while everyone contributes to the fight.

So D&D designers face the challenge of arranging to-hit bonuses and armor classes so to-hit rolls require a result between a 6 and 14, a precious small sweet spot for all the levels, magic, and armor classes encompassed by the game. In practice, designers like to push your chance to hit toward the top of the 30-70% range, because while missing remains part of the game, it’s no fun.

The Palladium Role-Playing Game (1983) recognized the play value of the to-hit roll, but it avoided D&D’s problem of finessing to-hit bonuses and armor classes to reach a sweet spot. The game simply declares that “any [d20] roll above four (5 to 20) hits doing damage to the opponent.” Armor in the game takes damage, effectively serving as an additional pool of hit points.

In upcoming posts, I’ll discuss the very different steps the D&D Next and 4E designers took to find the to-hit sweet spot.

Next: Riding the power curve