This time, we’re talking about Ability Scores: how they work, why they matter, and why you only need to think about them around every four levels.
The 5th Edition Dungeons and Dragons character sheet uses the same six abilities the game has used since the earliest editions: Strength, Dexterity, and Constitution represent your character’s physical capacities. Intelligence, Wisdom and Charisma represent mental acuity. Kind of.
We’ll explain what each of those abilities is used for in a future episode. For now, you just need to know these six numbers lay the groundwork for determining what your character is great at, and what tasks they’re better off leaving to an ally.
The scores generally range from 3 to 18, with 10 representing the average for an adventurer. There are several methods for determining them; your DM will tell you which one to use when you’re rolling up your character.
However, it’s not the ability score itself that we use when rolling for an action. Instead, the ability score total determines a modifier. At the average score of 10, your modifier is 0 (what some players call “flat”). Every two points up or down from 10 means an increase or decrease of 1 to the modifer. So at 12 your modifier is +1, at 14 it’s +2, and on up. At 8 your modifier is -1, at 6 it’s -2, and on down. You’ll add or subtract that modifier when you make an ability or skill check which relies on that ability.
Most of the time you don’t need to remember if your Strength is 16 or 17, as long as you know that you get a +2 to melee weapon attacks and strength-based skill checks. The only time you want to pay attention to the raw score is when your character levels up. For most classes, every fourth level gives you the opportunity to improve one or two ability scores. If your Charisma is a 13, you’ll only need 1 point to get up to 14 and an additional +1 to your modifier. If it’s a 12, you’ll need 2 more points to get that same increase.
Next time on Roll Factory we’ll begin our tour of the ability scores, starting with Strength.
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