Attributes: Difference between revisions

106 bytes added ,  01:01, 1 September 2019
m
no edit summary
(add info about modifiers)
mNo edit summary
Line 19: Line 19:
* A character must succeed at a toughness save (<code>1d20</code> + '''''toughness modifier''''') to stop bleeding. The difficulty of that save varies depending on the severity of bleeding.
* A character must succeed at a toughness save (<code>1d20</code> + '''''toughness modifier''''') to stop bleeding. The difficulty of that save varies depending on the severity of bleeding.


Attribute modifiers are listed in parentheses after the attribute on the character's stat sheet in game. For example, if you have a strength of 21, your strength modifier is +2: <code>Strength: 21 (+2)</code>.
Attribute modifiers are listed in parentheses after the attribute on the character's stat sheet in game. For example, if you have a strength of 21, your strength modifier is +2:


{{Qud quote|Strength &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &amp;C21 (+2)}}
{{Qud quote|Strength &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &amp;C21 (+2)}}
Line 25: Line 25:
An attribute modifier increases or decreases by one for each 2 points that the attribute goes above or below <code>16</code>.
An attribute modifier increases or decreases by one for each 2 points that the attribute goes above or below <code>16</code>.


The formula for calculating an attribute modifier is <code>Floor((Score - 16) &divide; 2)</code> <ref><code>XRL.Rules.Stat.GetScoreModifier()</code></ref>
You can use the following formula for calculating an attribute modifier: <ref><code>XRL.Rules.Stat.GetScoreModifier()</code></ref>
* Stat values of 16 or higher: <code>(value - 16) &divide; 2</code> rounded down.
* Stat values of 15 or lower: <code>(value - 16) &divide; 2</code> rounded up.


==References==
==References==
<references />
<references />