Boosting Stats

Marrethiel

Mongoose
Hi,
What happens when you raise an attribute, does the corresponding skill rise too?
I've been reading AoT (and loving it) and it occured to me that if I was a competant aritificer I could trash my physical stats, raise them cheaply at the new lower costs then harvest the attributes back from the items I made...
I can't help it... I'm a power crazed munchkin.
:twisted:
 
Hmmm - you 'could' go thru that process (in my take to a hard maximum of 21) unless the GM ruled that you have already replaced those points and so you don't get an add from those released back from an enchantment. As written it's technically true that by 'storing' stat points in an enchantment you can raise them again at a lower cost in IRs, then break the enchantment - but it's a long winded process anyway, will take a very extended campaign, spending a lot of it with very low stats (and a skill cap of 5x basic) to get the benefit. And there's always a chance that breaking the enchantment will screw up - with no stats back and no enchantment the result.

But you are correct, when you raise a stat you raise the skills derived from it too (and when you lose points, your skill goes down). In AoT this also adjusts the skill cap.

Glad you are loving it.
 
Yup. Looks like.

If you increase your stat, the base chances and actual skill level of all skills using that stat will also increase, along with all other computed attributes derived from them.

So increasing DEX increases all skills using DEX to compute the base chance, increases the actual skill percentile, changes your Strike Rank etc.; changing STR not only increases the base chance and skill percentile of your STR-based skills, but also alters your Damage Bonus.

Likewise, increasing INT and POW would increase the base chances and actual skill percentiles of pretty much every single one of your magical skills. That doesn't sound like much, but let's say you have INT 16 and POW 16. Base chance of Manipulation and Sorcery (Grimoire) of 32 each. Skills: Sorcery (Grimoire) 70, Manipulation 80.

Then POW goes up 1 to 17.

Suddenly you have a base chance of 33, Manipulation 81 and Sorcery (Grimoire) 71. Doesn't sound like much? It gives you one extra Manipulation factor (9 in total) and your Castback can now reflect spells of a maximum Magnitude of 9 back at your opponent.

Swore I'd never get all grognardy and techie in this game ...
 
alex_greene said:
Yup. Looks like.

If you increase your stat, the base chances and actual skill level of all skills using that stat will also increase, along with all other computed attributes derived from them.

Which is why I prefer excel(well open office calc) character sheet. Insert the attributes and it calculates everything for me that can be calculated from them.
 
Marrethiel said:
Hi,
What happens when you raise an attribute, does the corresponding skill rise too?
I've been reading AoT (and loving it) and it occured to me that if I was a competant aritificer I could trash my physical stats, raise them cheaply at the new lower costs then harvest the attributes back from the items I made...
I can't help it... I'm a power crazed munchkin.
:twisted:
I don't really see the problem with this.
You are spending times with your enchantments where your skills are lower, and to get any notable difference you'd need to either have a lot lower skills, or have very high skills.

But it's a nice trick, I'll grant you that.

I better like keeping my skills high on my usual stats, and then buffing them well past the 100 mark. My sorcerer did this with Enhance Int to get +30 to his grimoire. My current divine magician is doing this with a magnitude 12 blessing to put his combat style at 165.
 
Simulacrum said:
Hmmm - you 'could' go thru that process (in my take to a hard maximum of 21) unless the GM ruled that you have already replaced those points and so you don't get an add from those released back from an enchantment.

I think this would be my take. If you reduce a stat from 16 to 12 to power an enchantment, then when/if you release those points from the enchantment you get back up to 4 points back which can't increase your stat above 16.

... which means if you had created a lot of enchantments you'd have to be careful to release them back in the right order...
 
I think I'll allow this to work as written, seeing as there is a skill cap to five times the combined attribute. Duncan's idea of putting them back in order seems a little too complicated and with Sim's idea of a hard max of 21 I don't think it is too abusive.
I really see some egg head (youngest weak/sickly brother of seven) dreaming of being a fighter one day and trashing his con, str and dex to three. It would amuse me as a GM (which is the whole point of course)...
Maybe he would be a good NPC in some future publication. :)
 
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