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.
- Generate 6 scores by rolling 3d6 six times and subtracting the lowest score each time.
- 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.
- Assign one score to each ability.
- 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.
- A player rolls six times and generates the scores 9, 7, 8, 12, 5, 10.
- 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).
- 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.
- 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 |
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