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Appendix G: Ability Score Uses Cheat Sheet.​
There are 10 ability scores within the game, and each of them could range from -2 (negative 2) to +2 (positive 2).
  • Attack:
    • Damage dealt by weapon attacks.
    • Damage dealt by punches and running punches.
    • The offender for contest rolls for tackling.
    • The offender for contest rolls for shoving and grappling.
  • Constitution:
    • The party's maximum HP.
    • The defender for contest rolls being made for being stunned.
    • Saving throws against some spells.
    • Saving throws against some creature attacks.
  • Speed:
    • Bonus die rolls.
    • Rolling for turn order.
    • The defender for contest rolls for tackles.
    • Setting the goal on the saving throw for ambushing a piece on a star space.
    • Saving throw for continuing to move after getting 3 or more consecutive 6s on movement rolls.
  • Magic:
    • The effectiveness of various spells.
    • The range of certain spells.
    • Contest rolls for certain spells.
    • Determining who gets to shuffle the Spell Deck during setup.
  • Dexterity:
    • The party’s offense modifier.
    • The party’s defense modifier.
    • The defender for contest rolls for shoving and grappling.
    • Saving throws for resisting ambush while on a star space.
    • Saving throws for resisting trap space.
  • Intelligence:
    • Maximum hand size for spell cards.
    • The offender for contest rolls related to hacking structures.
    • The offender for contest rolls related to attacking across great divides within your homefield.
    • The offender for contest rolls for the complex ambush form.
    • Being the offender in the taunt action's contest rolls.
  • Engineering:
    • Structures are affected by their engineering focus.
    • Setting the goal on the saving throw for becoming restrained after an opponent lands on your trap space.
    • The defender for contest rolls relating to hacking structures.
  • Adaptability:
    • The effectiveness of dodges when behind cover.
    • The amount of bonus gained by sneak attacks.
    • The amount of a penalty applied when taunting an opponent with whom your party does not share a common language.
    • The defender for contest rolls for the complex ambush form.
    • The amount of penalty applied when subject to some weather conditions.
    • The amount of penalty applied when subjected to some wind conditions.
  • Neuroticism:
    • The contest roll for reviving a friendly piece.
    • Being the defender for contest rolls for the taunt action.
    • Saving throws for resisting becoming frightened.
    • The contest roll for being the offender on a crucial tackle.
  • Luck:
    • The contest roll for fishing on fishing spaces.
    • Setting the goal for saving throws related to resisting negative effects from using teleportation spaces.
    • Both sides of the contest roll for skirmishes.
    • Saving throws for resisting taking damage from hail.
    • Damage taken from some results of the miscast table.

This section, “Ludicrous Ludo: Appendix F,” is adapted from pages 79-81 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Appendix F” is under a CC BY-SA 4.0 license.
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