Average NPCs generally used 3d6, though it varies
The exact rules for generating ability scores for average NPCs such as commoners varied by game edition.
Men & Magic (1974) notes that 9-12 is average for player characters (as per 3d6), but doesn't specify whether this applies to NPCs or peasants. 3d6 is the only attribute generation ...
First, I would suggest you do some quick research into the basic rules of D&D 5e. The game's publishers have an official PDF of some rules to get you started. You should look at that.
I'll try to address all the terms you asked about:
Attack bonus: When you try to attack an enemy, you roll a d20 and add your Attack Bonus. This is usually for non-...
It's exceptional Strength, available only to warriors
Baldurs Gate Enhanced Edition does indeed use the AD&D 2e rules as the chief designer confirmed.
In AD&D 2e, members of the Warrior group of classes (including fighters, rangers and paladins), with 18 Strength have what is called exceptional Strength.
This means that members of other classes ...
You don't update the stats during evolution.
Once you have a pokemon (capturing, buying, trading, adopting, ...), you can only increase it's attributes by using experience (p61).
The situation that you describe:
but it seems odd that a newly-evolved Pokemon could end up with attributes below its species' minimum...
was something that they wanted to be ...
I went ahead and submitted your question to Fantasy Flight Games for clarification, as my own research into this subject got me no definitive answer. Their reply should clear things up for you.
Hey guys, I have a question about the Unnatural Characteristic (X) trait in Dark Heresy 2nd Edition and whether the effects stack from multiple sources or not. A ...
All Warshaper abilties only work when shapeshifted, so they modify your new forms Ability Scores, but not your Originals. Its easy to miss because its in the header before the actual abilities are listed.
In the Complete Warrior, under the chart but before it describes Morphic Immunities, it states:
"All of the following are class features of the ...
Added to New Form
This ability functions like the alternate form special ability [...]
The creature retains the [...] supernatural attacks of its old form [...]
In this case, Morphic Body is a supernatural ability of your original form. You retain the ability, so you can use it to apply the +4 bonuses to your ...
Having an "arcane skill" be an Attribute instead of a Skill is a bit unusual and something that neither the core rules, nor any supplementary setting that I am aware of, has ever tried to do. I think that you hit on one of the biggest consequences:
Why would anyone not take Arcane Background (Psionics)?
This is the biggest issue I see. Why would anyone not ...
As far as I can remember, no, Garou can't put a permanent 6th+ dot in any Trait, even using experience - though I think it's just strongly implied, not explicitly stated (at least in the 2nd edition core rulebook, which we used.) What seems to support this is that five dots are considered "Superb" (in the introductory description of traits), and that the ...
To answer that, you (the designer) have to first answer a higher-level question:
What do you do in this game?
Having answered that, you are now equipped to self-answer the question of what stats you need:
You need exactly and only the stats necessary to achieve that.
Give the player a chance to reconsider his actions if they are unintelligent, given what the character knows and the player does not. (A similar rule would apply to wisdom in those game systems where it is a stat.)
Have non-player characters react as if they respect the intelligence of the player character.
If the player of a less intelligent character ...
I'll assume that by "intelligence" you mean "Cleverness, abreviated as "CL" in TDE
Whatever solution you choose, avoid mixing player skills and character skills
In all the solutions you described, you're trying to mix what the player can with what the character can. For numerous reasons, I'd say it's not a good idea. There are enough mechanical advantages ...
A strict reading
Unlike most other effects that cause ability score damage, ability score drain, or impose an ability score penalty, the spell feeblemind causes the creature's Intelligence and Charisma scores to drop to 1 "until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind." And that's not damage, drain, or a ...
Feeblemind directly reduces your ability scores ("Target creature's Intelligence and Charisma scores each drop to 1")
Most abilities and items that affect your attributes don't actually change your ability scores. For example, a headband of alluring charisma "grants the wearer an enhancement bonus to Charisma of +2, +4, or +6". This is similar to, but ...
There is only 1 magic attribute in SR 5 and it's used for adept powers and other applications of the magic attribute (e.g. spellcasting). There aren't any rules indicating something else. There are some restrictions for mystic adepts, however:
mystic adepts buy power points(PP) for 5 karma each at character creation
mystic adepts can't astrally project and ...
Since you didn't list a specific edition/revision/whatever I am citing the 20th Anniversary. book for my answer:
Attributes - Character Creation (WtA20, pg 116)
Though you cannot raise any single Attribute above five dots, you can assign your dots in any way you see fit
Attributes - Description (WtA20, pg 123-124)
A few gifted individuals — ...
Graces can be raised with Bonus Points and Experience Points like any other stat. I don't have the books at the moment so I can't give you page numbers but this site lists their prices in 2e as:
Major Grace: 3bp (-1 for Commoner) or [Rating]*3 xp.
Minor Grace: 5bp or [Rating]*6 xp.
Heart Grace: 20xp to Heart 4. (Only available at +200xp)
This answer is for Pathfinder. Not sure whether it is true for D&D3.5 as well.
Feeblemind sets your int and cha to 1 and prevents it from being changed.
Ability Score Damage, Penalty, and Drain: Diseases, poisons, spells,
and other abilities can all deal damage directly to your ability
scores. This damage does not actually reduce an ability, but ...
A smart person doesn't usually outsmart others in casual conversation. The mechanical benefits in most systems are sufficient to account for intelligence as far as it really should be shown (I don't know about the system you're using). It's hard to quantify the differences even between people I know are very smart and people I think are below average.
You cannot achieve regeneration 20 by any normal means in a campaign (Including magic). It is not intended either. To quote the book:
*Regeneration 19 requires a Gnosis of 40; Regeneration 20 requires a Gnosis of 45
You can find this at the bottom of page 53 of the core book.
Stats are hard capped at 20, as it would no longer make sense beyond that. ...
No, that's not quite right.
You roll to hit, which is a d20+ to hit bonuses. If that roll beats the targets AC, you have hit and can roll damage, which is based on the weapon and can also include bonuses.
The rest should be broken up into different questions, but in sum they show if your character can cast spells or not, which attribute they use for ...
I know that this question already has an accepted answer, but I looked a little deeper in the rulebook and found this, on page 180:
Note that the bonuses and penalties relate only to tests made
using the bionic limb, and characters who possess two bionic
limbs do not gain double the bonus, but rather they may apply the
bonus regardless of which ...
I don't see why it wouldn't. There doesn't seem to be rules not allowing them to stack. Even logically, if you're lifting a really heavy object, two cranes can lift it easier than one.
So, if you are using both arms, you should be plenty capable of benefitting from both of them.
The exception might be where you get to using more than 2 bionic arms, ...