Nope, it isn't 3rd Ed. DnD stats. The system in question is 2nd Ed Mutants and Masterminds, which has a number of differences to DnD though it still uses the most basic of D20 mechanics.
A couple of points in regards to it.
Ability scores, within the natural human range, go from a mere 3 to 25/26. As with DnD 10-11 is judged to be around average with scores up to 15/16 being not very uncommon. Anyone who has archery as a at least somewhat significant part of their life is going to be up there, if not above it. It's likely you all know someone who'd qualify for a 16-18 score in at least one ability. Up in the 20+ range though the number of people qualifying start to dry up fairly quickly, a famed strong-man might get up to 21 or 22, but anyone who goes higher than that is truly exceptional. Cyrus got his incredible charisma score because I figured he, if anyone, deserves to be classified as one of the best throughout history.
Skills and combat capabilities generally go roughly as follows.
0: Untrained, hardly any talent at all either.
1-4: Basic skill, possibly with some amount of innate talent or in rare cases simple a great deal of pure talent. Most militia troops would fall into this, and semi-professionals might well end up here too.
5-8: Professional degree, purely talent isn't going to get one this far without some training. High-grade militia, well-drilled and trained soldiers, high-grade warriors are likely to fit into this skill span.
9-12: Expert, a good deal of training and at least some innate talent is likely needed to get his far. Naturally most elite troops end up here, though some don't quite qualify or are simply even better.
13-15: Anyone here is easily regarded as a master of the skill in question. Few troops of any kind are going to be found here, though the best of the best do surface here.
16+: Undisputed mastery, extraordinarily talent is generally required to qualify. If found in any army this degree of combat skill would likely be harnessed for the royal, or equivilant, guard and leaders/trainers of such groups.
Hope that helps at least somewhat at the moment. I'll try and serve up a description of how combat works differently later on, but at the moment my head is slightly woozy or, how to say, fuzzy due to me being somewhat sick.
But so you might see a slightly more "normal", though less known to the forum, figure I'll include another build here at the end.
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