BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Generating ability scores

Rolling ability scores   This method of rolling for statistics involves each player adding a set of fixed modifiers to a set of randomised rolls, with the option to mulligan and use the "standard array" instead. This reduces extreme variability, gives players the ability to control some scores and makes exceptionally bad rolls unlikely.
  1. Generate 6 scores by rolling 3d6 six times and subtracting the lowest score each time.
  2. To this set of scores, add the fixed modifiers +6, +5, +4, +3, +3 and +3, with the proviso that the +6 cannot be added to the highest score if the highest score is a 12.
  3. Assign one score to each ability.
If a player chooses, they can choose to discard all their rolls and instead use the 'standard array' of ability scores: 15, 14, 13, 12, 10, 8 (without the fixed modifiers).  
  • NB. The total of all ability scores in the standard array is 72. The averaged total of all ability scores generated by the method above is 74.76.
  For example:
  1. A player rolls six times and generates the scores 9, 7, 8, 12, 5, 10.
  2. By adding the fixed modifiers, the player gets the scores 17 (12+6), 16 (10+6), 9 (5+4), 10 (7+3), 12 (9+3) and 11 (8+3).
  3. The player chooses to play a fighter, assigning the 17 to strength, 16 to constitution, 12 to dexterity, 12 to wisdom, 10 to intelligence and 11 to charisma.
  4. The player chooses to play a dragonborn character, which adds +2 to strength (increasing it to 19) and +1 to charisma (increasing it to 12).
Ability score Value/modifier
Strength 19/+4
Dexterity 12/+1
Constitution 16/+3
Intelligence 9/-1
Wisdom 12/+1
Charisma 10/+0

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!