This pages gives the new Ability Score relevant adjustments for
Characters. If a Modification is not listed here, it is derived from
another Ability score. Look at the
AD&D Page for further information.
Ability
Score
| See Detail
| Hear Noise
Adjustment
| Surprise
Adjustment
|
3
| 1
| -15
| -3
|
4
| 2
| -12
| -2
|
5
| 2
| -9
| -1
|
6
| 3
| -6
| -
|
7
| 3
| -4
| -
|
8
| 4
| -2
| -
|
9
| 4
| -1
| -
|
10-11
| 5
| -
| -
|
12-13
| 6
| -
| -
|
14-15
| 7
| -
| -
|
16
| 8
| +1
| +1
|
17
| 8
| +2
| +2
|
18
| 9
| +4
| +2
|
19
| 9
| +6
| +3
|
20
| 10
| +9
| +3
|
- See Detail
This score is half the Perception value, rounded down.
It should be checked if someone's eyes are confronted with a detail and
the character may or may not notices it (e.g. some runes on a pillar
he walks by or someone sneaking up from behind without using thieving
abilities).
- Hear Noise
The base value for hearing noises is calculated by race and exactly
the same as the thieving skill base score.
Race
| Hear Noise
|
Dwarf
| 3
|
Elb
| 4
|
Gnome
| 5
|
Half-Elb
| 3
|
Halfling
| 4
|
Human
| 3
|
others
| 3
|
This base value is modified by the Perception value,
according to the table above.
- Surprise
The base chance of being not surprised is rolling a 1, 2, or 3 on a
1d10. This is modified according to the table above.
There is a table given in the "Arms & Equipment Guide"
which gives
Modificators to the 'Vision' (='See Detail') and 'Hearing'
(='Hear Noise') Abilities according to the Helmet worn.
I reprint it here:
Helmet
| Vision
| Hearing
|
Cap
| -1
| -
|
Coif
| -1
| -
|
Open-Face
| -2
| -1
|
Closed-Face
| -3
| -2
|
Great Helmet
| -4
| -3
|
Ability
Score
| Mental Resistance
Adjustment
|
3
| -5
|
4
| -3
|
5
| -3
|
6
| -1
|
7
| -1
|
8
| -1
|
9-12
| -
|
13
| +1
|
14
| +1
|
15
| +1
|
16
| +2
|
17
| +2
|
18
| +3
|
19
| +5
|
20
| +5
|
- Mental Resistance
When a non-psionic Character is contacted by a Psionicist, the basic
rules say, that the Conact is always successfull unsell the Power
Check fails. This deemed a little bit unfair to me, so I gave each
race a slim chance to avoid being contacted according to the psionic
abilities of the race. The resulting Mental Resistance should
be used as a Power Score in a Psionic Contest for the non-psionic
Character. Psionicists igone this ability and use the standart rules
instead. The value of the Mental Resistance can be increased
by +2 if the non-psionic Character is actually defending against the
contact (e.g. by speaking aloud some childred rhimes).
Race
| Mental Resistance
|
Dwarf
| 4
|
Elb
| 5
|
Gnome
| 4
|
Half-Elb
| 5
|
Halfling
| 3
|
Human
| 3
|
others
| 3
|
© 1995-2000 by
(Rüdiger Riediger)
last update: 16-Sep-1996