Ability Scores (PSR Supplement)
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Hit Points & Damage |
Rest Environment Peculiar Traits |
|
Score | Modifier |
---|---|
1 | -5 |
2 or 3 | -4 |
4 or 5 | -3 |
6 or 7 | -2 |
8 or 9 | -1 |
10 or 11 | +0 |
12 or 13 | +1 |
14 or 15 | +2 |
16 or 17 | +3 |
18 or 19 | +4 |
20 or 21 | +5 |
22 or 23 | +6 |
24 or 25 | +7 |
26 or 27 | +8 |
28 or 29 | +9 |
30 | +10 |
Six abilities provide a quick description of every character's and creature's physical and mental characteristics:
- Strength, measuring physical power
- Dexterity, measuring agility
- Constitution, measuring endurance
- Intelligence, measuring reasoning and memory
- Wisdom, measuring perception and insight
- Charisma, measuring force of personality
The three d20 rolls of the game—the ability check, the save, and the attack roll—each rely on the six ability scores. Roll a d20, add an ability modifier derived from one of the six ability scores, and then compare the total to a target number.
Ability Scores
Each of a creature’s abilities has a score: a number that defines the power of that ability. An ability score is not merely a measure of innate capabilities, but also encompasses training and competence in activities related to that ability.
A score of 10 or 11 is the normal average for a person, but adventurers and many monsters often a cut above. A score of 18 is the highest that a person usually reaches. Your character can have scores as high as 20, and extraordinary creatures can have scores as high as 30.
Ability Modifier
Each ability has an ability modifier, derived from the score and ranging from -5 to +10. The adjacent table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Because ability modifiers affect almost every d20 roll, ability modifiers come up in play much more often than their associated scores.