Social Question

RedDeerGuy1's avatar

In D&D could ability score damage mimic some types of mental illness in real life?

Asked by RedDeerGuy1 (24945points) July 3rd, 2021

Specifically wisdom and charisma damage to zero? Or one?

What specifically would having a zero wisdom or charisma be diagnosed as?

I’m thinking cationic illnesses.

Charts that I cut and pasted:

Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2–3 (–4): Barely able to function, very limited speech and knowledge
4–5 (–3): Often resorts to charades to express thoughts
6–7 (–2): Often misuses and mispronounces words
8–9 (–1): Has trouble following trains of thought, forgets most unimportant things
10–11 (0): Knows what they need to know to get by
12–13 (1): Knows a bit more than is necessary, fairly logical
14–15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16–17 (3): Fairly intelligent, able to understand new tasks quickly
18–19 (4): Very intelligent, may invent new processes or uses for knowledge
20–21 (5): Highly knowledgeable, probably the smartest person many people know
22–23 (6): Able to make Holmesian leaps of logic
24–25 (7): Famous as a sage and genius
Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2–3 (–4): Rarely notices important or prominent items, people, or occurrences
4–5 (–3): Seemingly incapable of forethought
6–7 (–2): Often fails to exert common sense
8–9 (–1): Forgets or opts not to consider options before taking action
10–11 (0): Makes reasoned decisions most of the time
12–13 (1): Able to tell when a person is upset
14–15 (2): Can get hunches about a situation that doesn’t feel right
16–17 (3): Reads people and situations fairly well
18–19 (4): Often used as a source of wisdom or decider of actions
20–21 (5): Reads people and situations very well, almost unconsciously
22–23 (6): Can tell minute differences among many situations
24–25 (7): Nearly prescient, able to reason far beyond logic
Charisma
1 (–5): Barely conscious, incredibly tactless and non-empathetic
2–3 (–4): Minimal independent thought, relies heavily on others to think instead
4–5 (–3): Has trouble thinking of others as people
6–7 (–2): Terribly reticent, uninteresting, or rude
8–9 (–1): Something of a bore or makes people mildly uncomfortable
10–11 (0): Capable of polite conversation
12–13 (1): Mildly interesting, knows what to say to the right people
14–15 (2): Interesting, knows what to say to most people
16–17 (3): Popular, receives greetings and conversations on the street
18–19 (4): Immediately likeable by many people, subject of favorable talk
20–21 (5): Life of the party, able to keep people entertained for hours
22–23 (6): Immediately likeable by almost everybody
24–25 (7): Renowned for wit, personality, and/or looks

Strength 0 means that the character cannot move at all. He lies helpless on the ground.
Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
Constitution 0 means that the character is dead.
Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless.
Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.

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8 Answers

Yellowdog's avatar

The role playing game Kult, and the Chaosium game Call of Cthulhu are both examples of this. But as you go insane you also reality as it truly is, and not the illusion or lie that most humans comprehend as reality. Or, you go insane by seeing reality.The universe is a much darker, more terrifying reality that we cannot cope with, so ‘sane’ people have developed brains that filter or distort it more to what we feel safe with,

I used to adapt role playing games by using a GURPS system. I led many ‘crossover’ games, I really like your system and appreciate all the work you put into it. I haven’t conducted any games since 1999 and not sure if my library and sources are obsolete. But you have developed an excellent system.

RedDeerGuy1's avatar

The whole list

D&D Stats Explained
Strength
1 (–5): Morbidly weak, has significant trouble lifting own limbs
2–3 (–4): Needs help to stand, can be knocked over by strong breezes
4–5 (–3): Knocked off balance by swinging something dense
6–7 (–2): Difficulty pushing an object of their weight
8–9 (–1): Has trouble even lifting heavy objects
10–11 (0): Can literally pull their own weight
12–13 (1): Carries heavy objects for short distances
14–15 (2): Visibly toned, throws small objects for long distances
16–17 (3): Carries heavy objects with one arm
18–19 (4): Can break objects like wood with bare hands
20–21 (5): Able to out-wrestle a work animal or catch a falling person
22–23 (6): Can pull very heavy objects at appreciable speeds
24–25 (7): Pinnacle of brawn, able to out-lift several people
Dexterity
1 (–5): Barely mobile, probably significantly paralyzed
2–3 (–4): Incapable of moving without noticeable effort or pain
4–5 (–3): Visible paralysis or physical difficulty
6–7 (–2): Significant klutz or very slow to react
8–9 (–1): Somewhat slow, occasionally trips over own feet
10–11 (0): Capable of usually catching a small tossed object
12–13 (1): Able to often hit large targets
14–15 (2): Can catch or dodge a medium-speed surprise projectile
16–17 (3): Able to often hit small targets
18–19 (4): Light on feet, able to often hit small moving targets
20–21 (5): Graceful, able to flow from one action into another easily
22–23 (6): Very graceful, capable of dodging a number of thrown objects
24–25 (7): Moves like water, reacting to all situations with almost no effort
Constitution
1 (–5): Minimal immune system, body reacts violently to anything foreign
2–3 (–4): Frail, suffers frequent broken bones
4–5 (–3): Bruises very easily, knocked out by a light punch
6–7 (–2): Unusually prone to disease and infection
8–9 (–1): Easily winded, incapable of a full day’s hard labor
10–11 (0): Occasionally contracts mild sicknesses
12–13 (1): Can take a few hits before being knocked unconscious
14–15 (2): Able to labor for twelve hours most days
16–17 (3): Easily shrugs off most illnesses
18–19 (4): Able to stay awake for days on end
20–21 (5): Very difficult to wear down, almost never feels fatigue
22–23 (6): Never gets sick, even to the most virulent diseases
24–25 (7): Tireless paragon of physical endurance
Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2–3 (–4): Barely able to function, very limited speech and knowledge
4–5 (–3): Often resorts to charades to express thoughts
6–7 (–2): Often misuses and mispronounces words
8–9 (–1): Has trouble following trains of thought, forgets most unimportant things
10–11 (0): Knows what they need to know to get by
12–13 (1): Knows a bit more than is necessary, fairly logical
14–15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16–17 (3): Fairly intelligent, able to understand new tasks quickly
18–19 (4): Very intelligent, may invent new processes or uses for knowledge
20–21 (5): Highly knowledgeable, probably the smartest person many people know
22–23 (6): Able to make Holmesian leaps of logic
24–25 (7): Famous as a sage and genius
Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2–3 (–4): Rarely notices important or prominent items, people, or occurrences
4–5 (–3): Seemingly incapable of forethought
6–7 (–2): Often fails to exert common sense
8–9 (–1): Forgets or opts not to consider options before taking action
10–11 (0): Makes reasoned decisions most of the time
12–13 (1): Able to tell when a person is upset
14–15 (2): Can get hunches about a situation that doesn’t feel right
16–17 (3): Reads people and situations fairly well
18–19 (4): Often used as a source of wisdom or decider of actions
20–21 (5): Reads people and situations very well, almost unconsciously
22–23 (6): Can tell minute differences among many situations
24–25 (7): Nearly prescient, able to reason far beyond logic
Charisma
1 (–5): Barely conscious, probably acts heavily autistic
2–3 (–4): Minimal independent thought, relies heavily on others to think instead
4–5 (–3): Has trouble thinking of others as people
6–7 (–2): Terribly reticent, uninteresting, or rude
8–9 (–1): Something of a bore or makes people mildly uncomfortable
10–11 (0): Capable of polite conversation
12–13 (1): Mildly interesting, knows what to say to the right people
14–15 (2): Interesting, knows what to say to most people
16–17 (3): Popular, receives greetings and conversations on the street
18–19 (4): Immediately likeable by many people, subject of favorable talk
20–21 (5): Life of the party, able to keep people entertained for hours
22–23 (6): Immediately likeable by almost everybody
24–25 (7): Renowned for wit, personality, and/or looks

My stats
Strength 8–9 (–1): Has trouble even lifting heavy objects
Dexterity 10–11 (0): Capable of usually catching a small tossed object
Constitution 8–9 (–1): Easily winded, incapable of a full day’s hard labor
Intelligence 12–13 (1): Knows a bit more than is necessary, fairly logical
Wisdom 16–17 (3): Reads people and situations fairly well
Charisma 16–17 (3): Popular, receives greetings and conversations on the street

RedDeerGuy1's avatar

My retest
You Are A:

Neutral Good Human Wizard (6th Level)

Ability Scores:
Strength- 8
Dexterity- 15
Constitution- 9
Intelligence- 9
Wisdom- 11
Charisma- 9

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard’s strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

RedDeerGuy1's avatar

Detailed Results:

Alignment:
Lawful Good——- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good——XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good——XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral—XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral——XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Neutral – XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil——- XXXXXXXXXXX (11)
Neutral Evil——XXXXXXXXXXXXXX (14)
Chaotic Evil——XXXXXX (6)

Law & Chaos:
Law——- XXXXXXXXXX (10)
Neutral – XXXXXXXXXXXXX (13)
Chaos—- XXXXX (5)

Good & Evil:
Good——XXXXXXXXXXXXXXX (15)
Neutral – XXXXXXXXXXXXXX (14)
Evil——X (1)

Race:
Human——XXXXXXXXXXXXXXX (15)
Dwarf——XXXXXXXXXX (10)
Elf———XXXXXX (6)
Gnome——XXXXXX (6)
Halfling – XXXXXXXX (8)
Half-Elf – XXXXXXXXXX (10)
Half-Orc – XXXX (4)

Class:
Barbarian – XXXXXXXXXX (10)
Bard———XXXXXXXX (8)
Cleric——XXXXXXXXXXXX (12)
Druid——- XXXXXXXXXX (10)
Fighter—- XXXXXXXX (8)
Monk———XXXX (4)
Paladin—- XXXXXXXXXXXX (12)
Ranger——XXXXXXXXXX (10)
Rogue——- XXXXXXXXXXXX (12)
Sorcerer—XXXXXXXXXXXXXXXX (16)
Warlock—- XXXXXXXXXX (10)
Wizard——XXXXXXXXXXXXXXXXXX (18)

RedDeerGuy1's avatar

March 14/2022

You Are A:

Lawful Neutral Human Rogue (6th Level)

Ability Scores:
Strength- 8
Dexterity- 13
Constitution- 9
Intelligence- 8
Wisdom- 12
Charisma- 9

Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Rogues- Rogues have little in common with each other. While some – maybe even the majority – are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don’t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes ‘fake it’ well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Web page and journal code: Copy and paste the following:

<b>I Am A:</b> Lawful Neutral Human Rogue (6th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>8<br>
<b>Dexterity-</b>13<br>
<b>Constitution-</b>9<br>
<b>Intelligence-</b>8<br>
<b>Wisdom-</b>12<br>
<b>Charisma-</b>9
<br><br><u>Alignment:</u><br><b>Lawful Neutral</b> A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.<br>
<br><u>Race:</u><br><b>Humans</b> are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
<br><br><u>Class:</u><br><b>Rogues</b> have little in common with each other. While some – maybe even the majority – are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don’t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes ‘fake it’ well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
<br><br>Find out <a href=‘http://www.easydamus.com/character.html’ target=‘mt’>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href=‘mailto:zybstrski@excite.com’>(e-mail)</a><br><br>

Detailed Results:

Alignment:
Lawful Good——- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Neutral Good——XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good——XXXXXXXXXXXXXX (14)
Lawful Neutral—XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
True Neutral——XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral – XXXXXXXXXXXXXX (14)
Lawful Evil——- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Evil——XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Evil——XXXXXXXXX (9)

Law & Chaos:
Law——- XXXXXXXXXXXXXXXXX (17)
Neutral – XXXXXXXXXXXXXXX (15)
Chaos—- X (1)

Good & Evil:
Good——XXXXXXXXXXXXX (13)
Neutral – XXXXXXXXXXXXX (13)
Evil——XXXXXXXX (8)

Race:
Human——XXXXXXXXXXXXXX (14)
Dwarf——XXXXXX (6)
Elf———XXXXXX (6)
Gnome——XXXXXXXXXXXX (12)
Halfling – XXXXXXXXXXXX (12)
Half-Elf – XXXXXXXXXX (10)
Half-Orc – XX (2)

Class:
Barbarian – XXXXXXXXXXXX (12)
Bard———XXXXXXXXXXXXXX (14)
Cleric——XXXXXXXX (8)
Druid——- XXXXXXXXXX (10)
Fighter—- XX (2)
Monk———XXXXXXXXXXXX (12)
Paladin—- XXXXXXXXXXXXXX (14)
Ranger——XXXXXXXX (8)
Rogue——- XXXXXXXXXXXXXXXX (16)
Sorcerer—XXXXXXXXXXXXXX (14)
Warlock—- XXXXXXXXXXXXXX (14)
Wizard——XXXXXXXX (8)

RedDeerGuy1's avatar

Strength 8–9 (–1): Has trouble even lifting heavy objects
Dexterity 10–11 (0): Capable of usually catching a small tossed object
Constitution 8–9 (–1): Easily winded, incapable of a full day’s hard labor
Intelligence 12–13 (1): Knows a bit more than is necessary, fairly logical
Wisdom 10–11 (0): Makes reasoned decisions most of the time
Charisma 10–11 (0): Capable of polite conversation

RedDeerGuy1's avatar

You Are A:

Neutral Good Human Sorcerer (10th Level)

Ability Scores:
Strength- 8
Dexterity- 13
Constitution- 10
Intelligence- 10
Wisdom- 15
Charisma- 10

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Web page and journal code: Copy and paste the following:

<b>I Am A:</b> Neutral Good Human Sorcerer (10th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>8<br>
<b>Dexterity-</b>13<br>
<b>Constitution-</b>10<br>
<b>Intelligence-</b>10<br>
<b>Wisdom-</b>15<br>
<b>Charisma-</b>10
<br><br><u>Alignment:</u><br><b>Neutral Good</b> A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.<br>
<br><u>Race:</u><br><b>Humans</b> are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
<br><br><u>Class:</u><br><b>Sorcerers</b> are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
<br><br>Find out <a href=‘http://www.easydamus.com/character.html’ target=‘mt’>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href=‘mailto:zybstrski@excite.com’>(e-mail)</a><br><br>

Detailed Results:

Alignment:
Lawful Good——- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good——XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Good——XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral—XXXXXXXXXXXXXXXXXXX (19)
True Neutral——XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Neutral – XXXXXXXXXXXXXXXXX (17)
Lawful Evil——- XXXXXXXXXXXXX (13)
Neutral Evil——XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Evil——XXXXXXXXXXX (11)

Law & Chaos:
Law——- XXXXXXX (7)
Neutral – XXXXXXXXXXXXXXXXX (17)
Chaos—- XXXXX (5)

Good & Evil:
Good——XXXXXXXXXXXXX (13)
Neutral – XXXXXXXXXXXX (12)
Evil——XXXXXX (6)

Race:
Human——XXXXXXXXXXXXXXX (15)
Dwarf——XXXXXXXX (8)
Elf———XXXXXXXX (8)
Gnome——XXXX (4)
Halfling – XXXXXX (6)
Half-Elf – XXXXXXXXXXX (11)
Half-Orc – XXXXXXXX (8)

Class:
Barbarian – XXXXXXXXXX (10)
Bard———XXXXXXXXXXXX (12)
Cleric——XXXXXX (6)
Druid——- XXXXXXXXXX (10)
Fighter—- XXXXXXXX (8)
Monk———XXXXXXXX (8)
Paladin—- XXXXXXXXXXXX (12)
Ranger——XXXXXXXXXXXX (12)
Rogue——- XXXXXXXXXXXXXX (14)
Sorcerer—XXXXXXXXXXXXXXXX (16)
Warlock—- XXXXXXXXXXXX (12)
Wizard——XXXXXXXXXXXX (12)

RedDeerGuy1's avatar

My stats as of September 5th 2022:

Strength 8: Has trouble even lifting heavy objects
Dexterity 13 : Able to often hit large targets
Constitution 10: Occasionally contracts mild sicknesses
Intelligence :10 Knows what they need to know to get by
Wisdom 15 :Can get hunches about a situation that doesn’t feel right
Charisma 10:Capable of polite conversation

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