Generating Ability Scores (3.5e Variant Rule)
Generating Ability Scores[edit]
The modifications to generating ability scores given here are for very powerful campaigns, were almost all encounters are overpowered.
- Option 1: Roll 5d6 and drop the lowest two results for ability scores.
- Option 2: Use a 48 point-buy system. (The elite array for this option is 18, 16, 16, 13, 13, 10)
- Option 3: Use a 64 point-buy system. (The elite array for this option is 18, 18, 16, 16, 14, 14)
- Option 4: Roll 4d20 and drop the lowest three results for ability scores.
Option 1 is for powerful, randomly generated ability scores. This can be used for average campaigns using this setting.
Option 2 is for powerful, predictable ability scores. This can be used for moderately intense campaigns. Remember, no score can be taken over 18 before racial bonuses.
Option 3 is for very powerful, predictable ability scores. This can be used for very intense and challenging campaigns.
Option 4 is for campaigns taking place in a very hostile environment. This option should only be used under the strict supervision of the DM and is not recommended for normal adventures.
If you have no score over 17 or your total modifier isn't +5 or higher, re-roll. This ensures that characters will be strong enough to survive.
Back to Main Page → 3.5e Homebrew → Rules