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Chapter 18: Party Ability Stats.​
Imagine a fantasy party, such as one from a role-playing game. Some might excel at attacking and dodging, while others are more adept at intelligence and casting spells. This imagination is reflected in Ludicrous Ludo, too. How a player distributes their ability scores could have a major effect on their party’s strengths and weaknesses. This chapter will cover how to distribute ability scores and how they are essential to creating strengths and weaknesses.
18.1 Basics:    

Not everyone has the same skills, whether in real life or in this game. One of the ways that this is reflected is in terms of ability stats. There are 10 of them within the game; each of them could range from -2 (negative 2) to +2 (positive 2). Which abilities have what scores is up to you, within the written rules, so different parties could have a different distribution of scores.

    
The ability scores could be used in different ways depending on the situation called upon. Please note that in many cases throughout this book, the terms “ability score” and “modifier” are used interchangeably. In some situations, a party’s ability values could indefinitely affect an aspect of the party. For example, the party’s intelligence modifier affects the maximum number of spell cards they could have at one time. In other situations, a player would add it to a saving throw or contest roll. There are rules for adding an ability score to one of those rolls. For example, making a contest roll to stabilize another one of your pieces uses your emotional stability modifier.

    
Here are the 10 abilities within Ludicrous Ludo:
  • Attack.
  • Constitution.
  • Speed.
  • Magic.
  • Dexterity.
  • Intelligence.
  • Engineering.
  • Adaptability.
  • Neuroticism.
  • Luck.

18.2 Assigning Ability Scores:    

To assign each ability score for your party, follow the following rules. Each party has a standard array that they use for this purpose. The standard array is -2, -2, -1, -1, 0, 0, +1, +1, +2, +2. Any number may be put into any ability, with all ten of the numbers previously listed each being used exactly once.

    
A party’s race often affects its ability score, which is typically represented by adding to a specific score. However, there are a couple of exceptions, such as the elf. For adding to a particular score, an example is if a race gets a +2 for engineering, and the player assigns a -1 to the ability from the standard array, the new score for engineering is +1.

    
An ability score may not go above +2 or below -2. If it does so, it remains at +2 if it goes over or -2 if it goes under. This ruling also applies to racial stat effects. Because of this, it is important to keep it in mind when assigning the scores.

  
With all of these rules in mind, here is an example of a legal setup, before racial ability scores are taken into account:
  • Attack: -2.
  • Constitution: +2.
  • Speed: 0.
  • Magic: +1.
  • Dexterity: +2.
  • Intelligence: 0.
  • Engineering: -1.
  • Adaptability: -1.
  • Neuroticism +1.
  • Luck: -2.

This section, “Ludicrous Ludo: Section 18.2”, is adapted from pages 3 and 76-79 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 18.2” is under a CC BY-SA 4.0 license.

18.3 Attack:    

Attack determines how well a player can deal damage by some means. Although it does not make a party more likely to land their weapon attacks, it makes them more effective when they do land. It also affects how well other attack-like actions function, such as tackling or grappling. Because of all of this, attack is an excellent offensive ability. The following are determined by 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.

This section, “Ludicrous Ludo: Section 18.3,” is adapted from pages 79-80 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 18.3” is under a CC BY-SA 4.0 license.

18.4 Constitution:    

Constitution is possibly one of the most important abilities in the game. Unlike other abilities, this one is useful for all parties. Constitution is the endurance that the members of your party have. In battles like the ones that happen in this game, being able to endure is important. The main benefit is having a higher maximum HP. The following is determined by 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.

This section, “Ludicrous Ludo: Section 18.4”, is adapted from page 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: Section 18.4” is under a CC BY-SA 4.0 license.

18.5 Speed:    

With the win condition in Ludicrous Ludo, having a good speed score could be an important piece to winning. Speed determines how fast your pieces can move. A higher score means a faster party, which is good for moving across the board quicker, as well as getting out of some sticky situations. Because of all these reasons, this ability is great at both defense and pushing towards the objective. The following is determined by speed:
  • Bonus die rolls.
  • Rolling for turn order.
  • The defender for contest rolls for tackles.
  • Setting the goal for the saving throws to ambush a piece in a star space.
  • Saving throw for continuing to move after getting 3 or more consecutive 6s on movement rolls.

18.6 Magic:    

The magic ability score is how well your party can cast spells. A higher score leads to more effective spells. It also encompasses their magical ability. Having a good score here is essential for certain magical classes, such as wizards and chimera sorcerers. The following is determined by 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.

18.7 Dexterity:    

Dexterity could be seen as the readiness and grace in doing physical movements, especially with the hands. Nimbleness could have multiple advantages in combat, both offensive and defensive. A party with a good dexterity score is better able to dodge and dish out weapon attacks. It could also have other defensive uses. Because of this, it is one of the best defensive abilities in the game, right behind constitution. The following is determined by 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.

This section, “Ludicrous Ludo: Section 18.7”, is adapted from pages 80-81 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 18.7” is under a CC BY-SA 4.0 license.

18.8 Intelligence:    

Intelligence is the ability to reason, memorize, and understand. In a sense, it is part of how smart the party is. Having a high intelligence score allows the party to perform a variety of tasks more effectively. These tasks, which include attacking across great divides within your homefield and hacking, lead to the ability to be good for offensive playstyles. The following is determined by 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 form of ambushes.
  • The offender for the contest rolls for the taunt action.

This section, “Ludicrous Ludo: Section 18.8”, is adapted from pages 81-82 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 18.8” is under a CC BY-SA 4.0 license.

18.9 Engineering:    

Engineering relates to the party’s ability to build and create designs. One of the significant aspects of this ability score is its impact on the mechanics of structures. Your party's ability to do it well makes the structures your party builds more effective. There are also other benefits, such as having a more effective trap space. The following is determined by 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.

18.10 Adaptability:    

Combat could bring various situations, including those that are not too common, which includes inclement weather. Having a good score in adaptability could help to minimize these penalties. Adaptability encompasses the ability to work more effectively in unpredictable situations, as well as thinking of solutions more creatively and efficiently. The following is determined by 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 form of ambushes.
  • The amount of penalty applied is subject to some weather conditions.
  • The amount of penalty applied when subject to some wind conditions.

18.11 Neuroticism:    

In the real world, neuroticism is defined as a personality trait that makes one more likely to feel negative emotions such as anxiety or depression. For the purposes of the game, the term refers to the amount of emotional control and the ability to perform tasks despite the negative emotions one might feel on the battlefield. The neuroticism ability score is excellent for being defensive and helping the party move more quickly around the board. The following is determined by 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.

18.12 Luck:    

Everyone knows what it means to be lucky. Unlike the other ability scores in this game, this one is harder to improve, but it is still possible by being favored by the gods or practicing good karma. Luck concerns factors that is outside of the control of all active parties in the battle, and the likelihood that those factors go in your party’s favor. The following is determined by luck:
  • The contest roll for fishing on fishing spaces.
  • Setting the goal for saving throws related to resisting adverse 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.
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