Strength (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Strength is one of the six ability scores.

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

Strength Checks

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. Other possibilities include:

  • Climbing with poor handholds
  • Swimming through river rapids
  • Jumping under difficult conditions, such as while carrying a person
  • Forcing open a stuck or barred door
  • Breaking free of manacles or other bonds
  • Hang onto a vehicle while being dragged behind it
  • Hold back a wagon from rolling downhill
  • Shove over a Large stone stature

Physical feats of endurance are better covered by Constitution checks, and tasks related to precise movement belong to Dexterity checks.

Strength Saves

A Strength save is made to oppose an effect that physically shoves, restrains, or binds you—like the Grappled condition.

Strength DC

Your Strength DC equals: 8 + PB + Strength modifier.

This is used to maintain a Grapple, and could be used by martial maneuvers.

Attack and Damage Rolls

Add your Strength modifier to your attack roll and your damage roll when attacking with a weapon such as a greatsword, baton, or javelin.

Add your Strength modifier to your attack and damage for an unarmed strike.

Carry

Strength Weight (lb) Weight (kg)
5 150 lb 70 kg
6 180 lb 84 kg
7 210 lb 98 kg
8 240 lb 112 kg
9 270 lb 126 kg
10 300 lb 140 kg
11 330 lb 154 kg
12 360 lb 168 kg
13 390 lb 182 kg
14 420 lb 196 kg
15 450 lb 210 kg
16 480 lb 224 kg
17 510 lb 238 kg
18 540 lb 252 kg
19 570 lb 266 kg
20 600 lb 280 kg

You can carry a number of items equal to your Strength score.

Push, Drag, or Lift

Generally how much you can push, drag, or lift is estimated in the adventures woven by your narrator. At times it may become important to get more precise numbers, in which case this section can be used as a guide.

You can push, drag, or lift a weight in pounds equal to 30 times your Strength score —or for kilograms, about 14 times your Strength score. Both are shown in the adjacent table. While pushing or dragging more than half this weight, your speed drops to 5 feet.

Larger creatures can bear more weight. For each size a creature is above Medium, double the the amount of weight it can push, drag, or lift—and the number of Items that can fit in the creature’s bag. For a Tiny creature, halve these amounts.

Multiple creatures working together for a team lift add their Strength together.

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