Ability Scores (PSR Supplement)

From D&D Wiki

Jump to: navigation, search
PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

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:

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.

Home of user-generated,
homebrew pages!


Advertisements: