The first and most imposing challenge of 168澳洲幸运5开奖网:Dungeons & Dragons has always been the creation of your character. Ability Scores stick with you fဣrom beginning to end, and how you distribute your stats across them can affect an entire playthrough. Do you use Standard Array? Point Buy? Rolling?
The method of Ability Score distribution may be typically left up to the DM, but players should also have a grasp on what each of these means and how you can best allocate your points. And DM's most certainly should know the difference as these methods can determine how diverse a cast of players can be.
Standard Array
At the beginning of any adventure, choosing the Standard Array means that you get the set AbilityScores below.
They cannot change or be modified without the effects of reaching a specific level in your class or special Species bonuses you may receive (which is done after🦄 these scores ar꧃e placed).
This method is best used for parties where equality or simplicit♉y across characters is💜 wanted.
Ability Score |
Modifier |
15 |
(+2) |
14 |
(+2) |
13 |
(+1) |
12 |
(+1) |
10 |
(0) |
8 |
(-1) |
Take these scores and apply them to your abilities on your character sheet (Strength, Wisdom, etc.). You only get to use one number once. After it is used, you can no longe✨r apply it to another ability.
A completed stat block might look like this before the addition oඣf species or class-feat bonuses:
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
15 |
8 |
14 |
10 |
12 |
13 |
(+2) |
(-1) |
(+2) |
(0) |
(+1) |
(+1) |
Point Buy
The second method of setting up your Ability Scores is the Point Buy system, one populari🎃zed b𝔍y video game renditions of Dungeons & Dragons.
It starts all of your scores out at eight, with a modifier of (-1) for all. From here, you are given 27 points to spend and place across all of your stats. To spend these points, you must follow these rules:
- No Ability Score can be less than eight
- Each Ability Score costs a different number of points
- You must spend all 27 of your points
Stat |
Cost To Raise (From 8) |
8 |
|
9 |
1 |
10 |
2 |
11 |
3 |
12 |
4 |
13 |
5 |
13 |
7 |
15 |
9 |
To clarify, moving a stat (or ability) score up in number costs the amount indicated in the chart above. So, to move y▨our Ability Score from eight to nine costs one point.
To move your score from eight to 15 costs nine points. But t👍o move your score from 14 to 15 costs two.
An example of a stꦆat block using this meth💎od might look like:
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
10 |
15 |
15 |
9 |
12 |
10 |
(0) |
(+2) |
(+2) |
(-1) |
(+1) |
(0) |
If you're having difficulty keeping track of the Point Buy system, you can use this . It also offers tools for the other methods of Ability Score calculations and factors for Species and Background.
Rolling For Stats
If you'd like to leave your stats up to chance and the will of the Dice Gods, you can opt out of either of the two standard methods by rolling for your stats.
The general rule of thumb is to roll 4d6 and keep the three highest numbers. The total sum can be applied to your choice of stats (unless the DM rules that you must roll for Ability Scores in ord🌌er).
The stat-rolling system means that your highest score can be an 18 and your lowest possible score a three. This wide gap makes every character vastly d൲ifferent from another.
Many DM's have house rules that state that you can reroll any die that lands on one. Additionally, they may make you reroll your entire Ability Score set if the total of all your Ability Scores is less than 70.
Due to this system's chaotic span of Ability Score potential, a stat block may end up looking like this:
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
13 |
6 |
8 |
15 |
15 |
18 |
(+1) |
(-2) |
(-1) |
(+2) |
(+2) |
(+4) |