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Generating Ability Scores

There are six key ability scores that factor into everything that your character does in the game: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These abilities and their uses are described in detail in later chapters. Review Table: Ability Scores in Theory and Practice to get an idea of what they are, what classes rely on them, and how they may come up in play. 

Ability scores are generated randomly by rolling four 6-sided dice and recording the total of the highest three dice on a spare sheet of paper. You continue to do this until you have a total of six numbers. 

Choose where you’d like to assign these numbers by recording each next to an ability score. 

After that’s done, modify your ability scores to account for any additional bonuses your character gained from their background. 

The final ability scores will determine your ability modifiers, which can be seen in the Ability Scores and Modifiers table. 

To figure out your ability modifier without the table, subtract 10 from an ability score and then divide the result by 2 (round down). Record the modifier next to your ability scores. 

Variant: Standard Ability Array

Instead of rolling dice to determine your six ability scores, you may choose to use the following scores instead: 15, 14, 13, 12, 10, 8. 

Variant: Custom Ability Scores

With the Narrator’s approval, you can use the following method to create ability scores. 

You have 27 points to spend on ability scores. The cost of each score is shown on the Ability Score Point Cost table. This approach to ability score generation limits the highest score to 15 before the application of ability score increases from other sources.