The default method of generating ability scores for a random adventurer is quite easy. You roll 4d6, remove one of the dice (usually the lowest), and add up the remaining 3 dice. This generates your Strength Score. Do this again for your Dexterity score, Constitution Score, Intelligence Score, Wisdom Score, and Charisma score in that order. This should generate a random character with Ability Scores between 3 and 18.
A GM may set a different order for which you roll your scores. A common one is Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. The order in which you generate your ability scores should be discussed in Session 0, and if it isn't discussed, assume it's the normal order in which ability scores are listed.
Once you have your ability scores, note them down, you can record the modifiers as well if you like. It is possible for your ability scores to change before play, based on your race choice.
<aside> <img src="/icons/die6_gray.svg" alt="/icons/die6_gray.svg" width="40px" /> The most common variant rules for ability scores
One of the most common variant rules is the ability to customize your ability scores. Using this method, rather than rolling for a specific ability scores, you roll the sum of “4d6 drop lowest” a total of 6 times, generating 6 numbers between 3 and 18. Then you simply assign them to your ability score as you see fit.
Alternatively, if you are a GM who wishes for all characters to be even, you can use a “Standard Array” Each character gains the following ability scores to assign as they wish: 15, 13, 11, 10, 9, 7. This gives all characters 2 ability scores that have a positive bonus, one with a negative bonus, and 3 scores with no bonus. Several of these bonuses are closer than others to others if you wish to do ability score training. Apply racial bonuses after assigning your scores as normal.
People may wish to do a point buy, which has become common. If you wish to do point buy, you have 25 points to spend, and you can purchase the following ability scores for the listed number of points. As you can see, the standard array is the same as a 25 point buy, but you can have a little more variety with your ability scores if done this way.
Score | Point Cost | Score | Point Cost | |
---|---|---|---|---|
7 | 0 | 13 | 6 | |
8 | 1 | 14 | 8 | |
9 | 2 | 15 | 10 | |
10 | 3 | 16 | 12 | |
11 | 4 | 17 | 15 | |
12 | 5 | 18 | 19 |
Finally, as a reminder, I do not recommend these generation methods. As much of a “bummer” as rolling your ability scores down the line can be, it is in the spirit of the game. You should be creating a random character, and playing that character as long as you like. If you don’t like them, the GM guide will have rules for bringing in new characters, and not losing all of your progress in your campaign.
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Although your ability scores are numbers between 1 and 30, these scores are not often used. Rather your ability score modifiers are used instead. Your modifiers are based on your score.
Score | Modifier | Score | Modifier | |
---|---|---|---|---|
2 | -4 | 8 - 12 | 0 | |
3 | -3 | 13 - 15 | +1 | |
4 - 5 | -2 | 16 - 17 | +2 | |
6 - 7 | -1 | 18 - 19 | +3 |
When random rolling a character, there is potential to generate a character who is simply not suited for adventuring. If you add up all of your characters ability score modifiers, and they are -2 or lower, reroll your character (unless you want to play that way!). Additionally, if you have two ability scores that are 6 or lower, you should reroll your character (again, unless you want to keep it).
Some GMs may have additional stipulations for allowing you to start over with new rolls, or methods of handling new rolls, furthering the importance of a session 0.
****As you create your character, and go on adventures, you will have small chances to improve ability scores.
As you select your race (step 2), you will gain the ability to make minor adjustments to ability scores. Your selected race will allow you to adjust 1 ability score at the cost of another. You can make a total of 2 such adjustments at this time. During Character Creation, no adjustments can take your ability score above 18 or lower than 5.
After you select your class, the archetypes granted by your class allow you to make a minor adjustment to ability scores. Your class will grant you access to an archetype, which will allow you to make adjustments listed below. You can only make a total of 2 such adjustments. During Character Creation, no adjustments can take your ability score above 18 or lower than 5.
Adepts can increase any ability score by 1 point at the cost of decreasing any other ability score, except Charisma, by 2 points.
Arcanists can increase their Dexterity, Intelligence, or Wisdom by 1 point at the cost of decreasing Strength, Constitution, or Charisma by 2 points.
Priests can increase their Strength, Wisdom, or Charisma by 1 point at the cost of decreasing their Dexterity, or Constitution by 2 points.