THE SETTLEMENT’s PRIMARY STATS
Previous article…Dwarves & Mining #5 part 1- Mining Guide – The Settlement
In this short article we present a common way to roll stats and define their modifiers.
ROLLING THE PRIMARY STATS
So, we said we’ll roll every primary stats and employ stats modifiers as in the most classical d20 systems. We may even include a modifier to the roll related to the dweller’s race and founder’s class.
So far we have talked about dwarves only, however we can widen the spectrum to other races as well.
The suggested method to roll the primary stats is the Classical Method, which the one almost no one employs and players don’t like.
ClASSICAL METHOD
I’m an orthodox, I think that rolling 3d6 and note each roll in sequence to each primary stat, military, flexibility, resistance, technology, culture, influence, it’s a good choice. Simple and straight!
SETTLEMENT’S RACIAL MODIFIERS
We’ll list the dwarves of course, and other races that are usually known to live underground or capable of exploiting mines.
Duergar: +2 resistance, +2 culture, -4 influence
Dwarves: +2 resistance, +2 culture, -2 influence
Drow: +2military, +2 flexibility, -2 influence
Humans: +2 to one primary stats
Hobgoblin: +2 military, +2 resistance, -2 culture
Gnomes: +2 resistance, +2 influence, -2 military
Goblin: +4 flexibility, -2 military, -2 influence
Kobold: +2 flexibility, -4 military, -2 resistance
Orc: +4 military, -2 technology, -2 culture
Ratfolk: +2 flexibility, +2 technology, -2 military
Svirfnebli: -2 military, +2 flexibility, +2 culture, -4 influence
FOUNDER’s MODIFIERS
We include some modifiers depending on the founder’s class and alignment.
If the founder’s class is:
Barbarian: +1 military, +1 resistance
Bard: +1 to one primary stat, +1 influence
Cleric: +1 culture, +1 influence
Fighter: +2 military
Rogue: +2 flexibility
Sorcerer: +2 influence
Wizard: +2 technology
We do not include every base class commonly known, but this list can be extended later if needed.
If the founder alignment is:
Legal: +1 resistance, -1 flexibility
Neutral: +1 resistance, -1 culture
Chaotic: +1 flexibility, -1 resistance
Good: +1 influence, -1 military
Evil: +1 military, -1 influence
note: we may include some specific trait related to settlement race and founder’s class and alignment. Once the list of trait will be complete and we will be satisfied with it.
TABLE 8.1 – PRIMARY STATS MODIFIERS
(*) no action related to this stat is possible
So, every primary stats has a score modifier that is applied when we roll for that specific action, because every action is related to a specific primary stat.
Example: A settlement with a military score of 12(+1), when rolling for an military action like Invade will ad +1 to the D20.
Next article…Dwarves & Mining #5 part 3- D&D Mining Guide – The Settlement’s Secundary Stats.