Examples include:
- Influencing secondary attributes (like the base movement rate which is affected by the dexterity modifier).
- Influencing direct rolls (like the strength modifier that adds to melee combat damage).
But why would you want to have them? Because they provide a neat and uniform way to describe the effects of skills based on the skill of the user. E.g. the jumping skill (if it existed) might allow to jump 3 yards plus (20 inches times the skill modifier). Now Gaia Gamma will not include such a fiddly skill, but it's easy to see how this could be used to find results for money earned by performances in taverns, how the time required to fix a machine could be calculated (base time plus machine complexity minus the skill modifier) and so on. So far these ideas are preliminary since I have one specific other use in mind that I will elaborate in one of the next posts.
Before closing for today here is the table showing the modifier for a given score (the so-called universal modifier table or UMT for short):
Whether the above level of detail survives the design phase in this blog will have to be seen. Till then let me know your thoughts.
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