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The Ability Scores and Modifiers table notes the ability Modifiers for the range of possible Ability Scores, from 1 to 30. Adventurers can have scores as high as 20, and Monsters and divine beings can have scores as high as 30.Įach 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). A score of 18 is the highest that a person usually reaches. 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.Ī score of 10 or 11 is the normal human average, but Adventurers and many Monsters are a cut above average in most Abilities. 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.Ībility Scores and ModifiersEach of a creature’s Abilities has a score, a number that defines the magnitude of that ability. 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. Charisma, measuring force of Personality.Wisdom, measuring Perception and Insight.Intelligence, measuring reasoning and memory.Six Abilities provide a quick description of every creature’s physical and mental characteristics:
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