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D&D 5E Attribute Score Method

How do you determine a character's ability scores?

  • Roll 3d6, Down The Line

    Votes: 6 5.5%
  • Roll 3d6, With Adjustments

    Votes: 4 3.7%
  • Roll #d6, Down The Line

    Votes: 5 4.6%
  • Roll #d6, With Adjustments

    Votes: 30 27.5%
  • Point Buy

    Votes: 72 66.1%
  • Other (Not Rolling or Point Buy)

    Votes: 22 20.2%


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This GM for one most certainly does not prefer point buy. Roll all the way, both as GM and as player.

(and how can I see the poll standings without voting? As it's intended as a 5e-only poll and I don't run 5e I'm in theory not supposed to vote...)
Edited so you can see without voting, sorry!
 


Maxperson

Morkus from Orkus
Oh the scores absolutely mattered in AD&D.
There were minimums & maximums for races & stat requirements for classes.
And then you got into what each stat did.
Str? Mattered for melee hit/damage and bend bars/lift gates/open doors
Dex? AC, initiative, & ranged weapon to hit. Also added %s to thieving abilities
Con? +HP And it affected your odds for surviving System Shock & Resurrection success. Get your con high enough & you could actually start regenerating HP damage like a troll.
Int? # of Languages & if you were a Magic User (aka Wizard) how many & what lv of spells you could learn
Wis? Bonuses on some Saves & was important to Clerics/Druids spell casting as Int was to the Wizards
Cha? Reaction modifiers, how many henchmen & followers you could have & how loyal they were to you.

And once the non-weapon proficiencies (aka skills) were introduced, the higher your relevant stat the better.

There was more room between where the -/+ modifiers kicked in on the scale though in both AD&D and Basic.
You forgot the 10% exp bonus for a high prime stat.
 


TwoSix

"Diegetics", by L. Ron Gygax
2.) I built a deck of 300 index cards a few years ago. Most cards have an ability score and a number on them. Some have quirks or abilities. Some have a number and a few options for ability scores. There is a broad selection.
I would love to see a list of all those cards. Also, how many coins do you give out at the start?
 

tetrasodium

Legend
Supporter
Epic
Well sure... but I took it on faith that most of the D&D characters with 6s and less either had their stats thrown out and rerolled before hitting the table, or the character died so quickly that they never actually used those stats for anything meaningful. ;)
Might depend on the version. Someone pointed out earlier why people didn't remember attributes being too important was because they didn't start modding at 8/12. Here's how it was then
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While the standardization & simplification of random stuff attached to the ability score was absolutely a good thing, changing +/-1 from 8 & 12 to expand +/-0 out to 7-13 with +/-1 at 6 & 14 respectively would loosen the gamist pure logic charop pressure on characters & give more room to fit cool magic items on the players before the d20 breaks down.
1607444444547.png
 


Stormonu

Legend
I use 4d6 drop 1, arrange to suit or array 15, 14, 13, 12, 11, 8 for those that don't feel lucky with their dice.

Oddly enough for 5E, one of the most interesting characters I played was a monk who didn't have higher than a 11 in any score. He lasted a surprisingly long time - until 6th level.
 

Horwath

Legend
It is also why earlier in D&D when 3d6 was rolled:

3: -3
4-5: -2
6-8: -1
9-12: --
13-15: +1
16-17: +2
18: +3

Using 3d6, I would return to those modifiers instead of the modifiers as they are in 5E, personally.
I would go for opposite.

every score is it's own modifier.

10(+0) is average
for humanoids(before racials, if any) is spread from 6(-4) or 14(+4)
for average NPCs you can roll 8d2-2, that gives 1/256 chance for max or min score and 27,3% chance for an average 10(+1)

for PCs you can play with number of d2s for various degree if PC power or starting stat limitations.

5d2+4 works closest to 4d6D1
 

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