Ability Pools

Each ability score has an associated ‘ability pool’ that may be used to fuel various character powers and talents.

The base value of each ability pool is the associated ability score modifier plus the character’s Level Bonus.

After each encounter each pool recovers a number of points equal to the base pool value to each pool.  Points spent between encounters are recovered after the next encounter.

Ability Score Modification

Effects that in D&D 3.x would affect ability scores (such as ability score damage or drain, or apply a bonus to an ability score) now make the change to the character’s ability pool.

A casting of bull’s strength now provides a temporary bonus to the character’s Strength pool, a stirge’s bloodsucking ability does damage to the Constitution pool, and so on.  If an ability pool is reduced to zero the creature will suffer a condition effect, and each multiple of the base score the creature’s ability pool goes negative the condition is made worse.  For instance, a character with a Constitution pool of 10 might be fatigued at 0, exhausted at -10, and unconscious at -20.

Any conditions suffered as a result of pool reduction (expense or damage) remain until the pool is fully recovered.

Behind the Scenes: Ability Pools SelectShow

2 Comments to "Ability Pools"

  1. David Lamb's Gravatar David Lamb
    April 10, 2012 - 4:29 am | Permalink

    I understand the basic concept of “ability pools” and that they’ll be used to limit the equivalent of “encounter powers” because you restore up to the base pool #points after each encounter. But I would understand a lot better if you could link to an example or two of a specific “encounter power” you could limit in this way.

    I imagine “dailies” become “used less than 1/encounter” because of the limit on how much gets recovered per encounter.

    I predict Tetsubo is still going to hate it because rests only happen immediately after an encounter.

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