Jump to content

Search the Community

Showing results for tags 'agility'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Reaper Discussion
    • FAQs 'n Stuff
    • News
    • Reaper General
    • RVC: Reaper Video Channel
    • Chronoscope
    • Bones Miniatures & Legendary Encounters
    • ReaperCon
  • Craft Corner
    • Show Off
    • Painting Tips & Advice
    • Works In Progress
    • Shutterbug
    • Sculpting
    • Speed / Army / Tabletop Techniques
    • Conversions, Presentation, and Terrain
    • Mini Exchanges and Paint Contests
  • Reaper Games
    • CAV
    • Warlord
  • General Discussion
    • General Fantasy
    • General Sci-Fi
    • General Modern / Historical
    • Kickstarter
    • Off-Topic Rampancy
  • The Sandbox
    • The Gathering
    • The Playing
    • Fiction, Poetry, and Other Abuses

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 1 result

  1. Dexterity It is one of the core stats for old D&D. It covers juggling ability, sleight-of-hand, reflexes, lock picking, speed, agility, dodging, all things to do with speed and motion even aiming. But I got to thinking about it and I wondered why all those things were automatically lumped together. 17 Dex That is a high score: Consider a Tree-Sloth: it is incredibly agile - 17 makes sense; its hands (and feet!) display tremendous dexterity - 17, sure; but is if fast? no, it should get a 4-5 Dex when considering its speed. Consider a Gnomish Clockmaker: very, very, good with his hands - 17 makes sense; but only average agility (10 Dex?); not very fast with the short legs (7 Dex?); might be a deadly shot with a clockwork crossbow - back to 17 for aiming again. Human Acrobats - could easily be good at juggling, sleight-of-hand, reflexes, tumbling, agility, dodging; but might not run so fast or be any good with fiddly tasks wanting fine motor skill like picking locks or adjusting clocks. :upside: _______________ Has anybody else run into this sort of conundrum or made adjustments to the rules of their RPG to address this kind of thing?
×
×
  • Create New...