JEB
Legend
Looking at comparing equivalent things from different editions, for reasons, and randomly decided to see what Strength actually meant in different editions.
Original D&D
EDITS: Added that Moldvay was (apparently) the first version of the core rules to have ability checks. Clarification on 0E + Greyhawk, and on 1E. Added corrections from @Willie the Duck and @Egon Spengler.
Original D&D
- Prime requisite for fighters, meaning that higher scores increase XP earned (by 5% or 10%), and lower scores decrease it (by 10% or 20%). Clerics can - if I understand this correctly - add 1/3 their Strength score as a virtual bonus to their Wisdom, for the purposes of determining bonus XP; however, that only applies to Strength of 9 or higher.
- Aids in opening traps "and so on." (They never really explain how; closest we get is that anyone can force open a door on 1 or 2 on d6, unless they're "smaller or lighter". Chainmail doesn't address Strength either.)
- Scores seem to max out at 18.
- And that appears to be it in the original rules!
- Adding to the above...
- Strength now affects your to-hit, damage, encumbrance limits, and ability to open doors (modified from the 1-2 on d6 above). Positive benefits only apply to fighters, however.
- Percentile Strength (18/01-18/00) is introduced for fighters with an 18, which can raise the above bonuses even further (and allowing a fighter to open magically sealed doors at a lower chance than normal doors).
- Fighters with exceptional Strength can also "bend iron bars and perform other feats of strength with ease."
- Non-human PCs can raise their fighter level limits if they have exceptional Strength.
- Prime requisite for fighters, as in 0E, with the same effects on XP. Clerics can't use their Strength score for bonus XP, but magic-users can convert Strength to Intelligence at character creation on a 3:1 ratio.
- As near as I can tell, that's it! I guess they decided the Greyhawk extensions were better for AD&D alone.
- Strength is "a measure of muscle, endurance, and stamina combined."
- Strength affects your to-hit, damage (in melee), weight allowance (measured in gp, defaults to 500?, 10:1 ratio with pounds), open doors roll, and bend bars/lift gates percentage.
- Prime requisite of fighters, granting 10% more experience above 16. Fighters with an 18 can roll exceptional Strength (18/01-18/00). One of the primes for paladins and rangers.
- Characters can lift 10 x their Strength above their head in a military press.
- There are maximum Strength scores for specific races, as well as lower caps for females of all species. Higher Strength scores allow non-human PCs to exceed fighter class limits.
- Strength scores implicitly can exceed 18/00, based on the giant strength in the DMG, but such scores aren't described for normal PCs.
- Strength is "a measure of muscle power and the ability to use that power."
- Strength is now the prime requisite for fighters and dwarves, and one of the prime requisites for elves and halflings. Same adjustments to XP for low/high scores.
- Strength modifiers (based on high or low scores) add to or subtract from your to-hit and damage (in hand-to-hand combat only), as well as opening doors.
- Strength ability checks first suggested (roll under score to succeed).
- No mention of race or gender caps.
- Basically the same as Moldvay Basic, though explained less efficiently.
- Strength "measures a character’s muscle, endurance, and stamina."
- Strength ability checks are rolled under your Strength score.
- Prime requisite of warriors, granting 10% more experience above 16. Warriors with an 18 can roll exceptional Strength (18/01-18/00). Only prime for fighters, one of the primes for paladins and rangers.
- Strength affects your to-hit, damage (generally melee, but does apply to missile weapons under special circumstances), weight allowance, maximum press, Open Doors rolls, and Bend Bars/Lift Gate percentage.
- No mention of gender caps, but there are race caps. Halflings cap at 18 (their cap was 17 in 1E) but halfling fighters do not roll for exceptional Strength.
- Strength scores cap at 25, but scores above 18/00 are listed alongside various giants.
- Non-weapon proficiencies associated with Strength: Blacksmithing, Carpentry, Stonemasonry, Swimming, and Jumping.
- Strength is "the character's physical might."
- Strength is still the prime requisite for fighters and dwarves, and one of the prime requisites for elves, halflings, and mystics.
- Strength modifiers (based on high or low scores) affect to-hit (in melee), damage (for melee and thrown attacks), and Open Doors rolls.
- Retains Strength ability checks from Moldvay and Mentzer (roll under score).
- Strength "measures your character's muscle and physical power."
- Strength score determines modifier that applies to melee attack rolls; damage rolls with melee or thrown weapons; Climb, Jump, and Swim checks; and Strength checks generally. It also determines your carrying capacity.
- No exceptional Strength at 18. No upper limit on Strength scores.
- No race-based ability caps.
- Same as D&D 3.0.
- Strength "measures your character's physical power."
- Ability modifier applies to Strength ability checks, basic melee attacks (including to-hit and damage) and Athletics checks, and may contribute to Fortitude defense.
- You can carry 10 x Strength as a normal load, x20 as as maximum lift (slowed), x50 as push/drag.
- No upper limit on Strength scores.
- Powers for clerics, fighters, paladins, rangers, and warlords may be based on Strength.
- Basically the same as 4E.
- Strength measures "bodily power, athletic training, and the extent to which you can exert raw physical force."
- Ability modifier applies to Strength ability checks, including Athletics checks. Example uses include forcing open stuck doors and breaking free of bonds.
- Strength modifier adds to attack and damage rolls with melee weapons (including javelins), including hand-to-hand and thrown attacks.
- Strength scores cap out at 30 (20 for PCs relying on ability score increases).
- Can carry 15 x Strength, and push or drag twice that (slowed). Carrying capacity doubles for every size above medium and halves for every size below it.
EDITS: Added that Moldvay was (apparently) the first version of the core rules to have ability checks. Clarification on 0E + Greyhawk, and on 1E. Added corrections from @Willie the Duck and @Egon Spengler.
Last edited: