Difference between revisions of "Abilities (D&D)"

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'''As yest, this is is in the thinking stage only'''
 
 
 
Abilities are generated either as point-buy by a semi-random method. Basically, this is a point-buy system per DMG p. 26, but with an added random factor.
 
Abilities are generated either as point-buy by a semi-random method. Basically, this is a point-buy system per DMG p. 26, but with an added random factor.
 
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*Roll a set of nine attribute scores. For each score, roll 4d6 and discard the lowest.
*Roll a set of six attribute scores. For each score, roll 4d6 and discard one  of your choice - this need not be the highest one. Decide which dice to keep before moving on to the next roll.
 
 
 
 
*You have 29 points to spend. Decide which of the rolled attributes you want to use, and which you want to discard. For each of the rolled attributes that you keep, you get one extra attribute point to spend. This results in characters built on 29 to 35 ability points.
 
*You have 29 points to spend. Decide which of the rolled attributes you want to use, and which you want to discard. For each of the rolled attributes that you keep, you get one extra attribute point to spend. This results in characters built on 29 to 35 ability points.
 
 
*Spend any remaining points until you have 6 attribute scores in total.
 
*Spend any remaining points until you have 6 attribute scores in total.
 
*If you manage to roll a character built on more than 35 points, consult with the DM to see whether you'll have to discard some scores to bring your point total down.
 
 
 
*If the roll is a disaster, the player has the option to reroll. If the reroll is also a disaster, the DM might give a second reroll. The third roll stands.
 
*If the roll is a disaster, the player has the option to reroll. If the reroll is also a disaster, the DM might give a second reroll. The third roll stands.
 
 
*At any time, you can do a 30-point bye instead of rolling.
 
*At any time, you can do a 30-point bye instead of rolling.
  
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As long as you use your level-granted ability increase (normally gained at levels 4, 8, 12, 16, 1nd 20) to increase an attribute to a score of 14 or less (before racial modifiers), you get two ability improvements.
 
[[Category:D&D]]
 
[[Category:D&D]]

Revision as of 22:59, 13 February 2007

This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

Abilities are generated either as point-buy by a semi-random method. Basically, this is a point-buy system per DMG p. 26, but with an added random factor.

  • Roll a set of nine attribute scores. For each score, roll 4d6 and discard the lowest.
  • You have 29 points to spend. Decide which of the rolled attributes you want to use, and which you want to discard. For each of the rolled attributes that you keep, you get one extra attribute point to spend. This results in characters built on 29 to 35 ability points.
  • Spend any remaining points until you have 6 attribute scores in total.
  • If the roll is a disaster, the player has the option to reroll. If the reroll is also a disaster, the DM might give a second reroll. The third roll stands.
  • At any time, you can do a 30-point bye instead of rolling.


Ability Score Points
3 -5
4 -4
5 -3
6 -2
7 -1
8 0
9 1
10 2
11 3
12 4
13 5
14 6
15 8
16 10
17 13
18 16

As long as you use your level-granted ability increase (normally gained at levels 4, 8, 12, 16, 1nd 20) to increase an attribute to a score of 14 or less (before racial modifiers), you get two ability improvements.