Trinity:REASS

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A Rather Lengthy Overview[edit]

One day, some time ago, I was irritated by the fact that some people simply seem incapable of roleplaying. I also was having difficulties with some aspects of roleplaying - for instance, a highly charismatic character could be hideous but well-mannered, or good-looking but arrogant and rude, but were mechanically identical. With my belief that the mechanics should always back up the flavor, this irked me greatly (and it still does).

There had to be a way to solve these problems. With a leaning for mechanics, I spent an afternoon devising what is known as the REASS (pronounced re-ahs): the Reality Emulation Ability Score System.

The REASS consists of fifteen ability scores. These fifteen are then divided into three categories, each with five aspects. The primary six ability scores are not easily represented in the REASS, but it can be done.

Interestingly enough, these divisions also allowed for simpler play - it is possible to use the REASS to reduce the d20 System to exactly three ability scores. I would consider doing so unwise, but it is possible. I have put no thought towards how doing so would be done, as that was not my intent with the system, but it would be easy enough to extrapolate the repercussions of doing so. Each categorical ability score would simply have all the effects of the ability scores that normally fall under it. Similarly, with each category divided into five aspects, you could also simply have five stats, rather than six; though the benefits of doing so may not be so obvious, and could lead to some extreme mechanical imbalances (ie, Power would represent physical strength, mental intelligence, and spiritual faith - this is both conceptually and mechanically difficult to rationalize).

The end goal of the REASS is to give a player a complete picture of their character. Almost every aspect of the character is covered, from physical abilities, to mental abilities, even to his spirituality. Though nothing is specifically laid out, the fact that they are ability scores with an understood normal range gives a player a much clearer view of how their character fits into the world.

However, there are issues with the system. First of all, REASS consists of fifteen ability scores. That in and of itself can be a logistical nightmare. Not only that, but d20 is designed with six ability scores in mind. Adding one or two is not difficult, but over doubling the number can cause issues, especially with the limited ways of increasing ability scores. If you make use of this system, it is recommended that you come up with a plan for fixing this; for instance, giving an ability increase every 2 levels, but that each new increase must be in a different category from the last one. This does not impinge on those who would focus on one ability score (since they can still pump their chosen score every 4 levels), but it also allows those who want to increase their scores in a few areas the ability to do so without having all poor stats.

It is also recommended that you modify the point buy system, if you choose to use it. Since the fifteen abilities are divided into three categories, you may want to give three pools of points for point buy, with each one usable on a different category. With one less ability score than normal, you may want to decrease the number of points given; you may also want to give different size pools, so that a player must choose what category they excel in.

Also, with fifteen ability scores, it is incredibly easy for a player to find a dump stat or four.

If you have these considerations in mind, the REASS can be a useful tool for helping new players get into character (if they can handle the logistics), or for trying to get experienced players who haven't roleplayed much into the roleplaying mood. Obviously this requires a proactive DM, who is willing to ensure that players are acting appropriately for their stats. In that regard, the REASS can be something of a limiting factor. However, if you have players who simply aren't roleplaying, or are interested in doing so but have no idea how to begin, then the REASS may be a useful tool.

One thing to keep in mind is that this system is largely untested. While it is mostly mechanically sound, some aspects of it have not been entirely worked out. Ability scores are not entirely even, and some ability scores assume a whole slew of mechanics be in use (for instance, the Reputation score assumes that the reputation system introduced in one of the d20 magazines I read is in use). While you don't need to use these additional systems, not doing so greatly lessens the usefulness of those particular abilities, making them more likely to become dump stats.

It bears repeating that this system is largely untested. If you decide to use it, I highly suggest at least minimal tweaking and double-checking things to ensure that it's right for your table. While doing so could be a daunting task, it is far better to spend an hour to two contemplating the repercussions of fundamentally changing your game system - or even of modifying the system for your own purposes - than to charge ahead without thinking, then finding out six months later that this system is really not for you.

The REASS[edit]

The REASS has multiple divisions within itself, allowing a given DM to work with as few as three ability scores, or as many as fifteen. With the REASS, the very feel of the game can be manipulated - want to make a game focused on the mind, with fewer ability scores for the body? You can do that.

TABLE R-1: THE REASS

			Physical (Phy)		Mental (Men)		Spiritual (Spt)
Power (Pow)		Strength (Str)		Intelligence (Int)	Faith (Fai)
Skill (Ski)		Dexterity (Dex)		Perception (Per)	Luck (Luc)
Endurance (End)		Constitution (Con)	Wisdom (Wis)		Spirit (Spi)
Appearance (App)	Comeliness (Com)	Charisma (Cha)		Confidence (Cnf)
Social Standing (Soc)	Reputation (Rep)	Education (Edu)		Piety (Pie)