Ability Scores (PSR Supplement)
From D&D Wiki
Other Dangers |
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, gauging agility and coordination
- Constitution, for endurance and stamina
- Knowledge, for memorization and reasoning
- Perception, measuring senses and insticts
- Charisma, gauging confidence and courage
Every task a character might attempt within the world is covered by one of these six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.
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 protags and many monsters are a cut above. A score of 18 is the highest that a person usually reaches. Your protag 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.