![]() Record this total and repeat the process until six numbers are generated. Roll 4d6, discard the lowest die result, and add the three remaining results together. The following content was not included in the official SRD but the rules match earlier editions of the rules so the following is added from another Open Game License source. Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. Each ability also has a modifier, derived from the score and ranging from ?5 (for an ability score of 1) to +10 (for a score of 30). Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. A score of 18 is the highest that a person usually reaches. ![]() A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability. Ability Scores and Modifiers Table: Ability Scores and Modifiers ScoreĮach of a creature’s abilities has a score, a number that defines the magnitude of that ability. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature’s assets as well as weaknesses. ![]()
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