Ability Scores

Introduction

Player Character Ability Scores

To venture into the worlds of the AD&D game, players first create characters with six core ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores determine the character's physical, mental, and personality traits and affect various aspects of gameplay.

Ability Score Generation Methods

Method I

Roll three six-sided dice (3d6) for each ability score in the order of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Chrisma. This method gives scores ranging from 3 to 18, with most results falling between 9 and 12.

Method II

Roll 3d6 twice for each ability score. Note the total of each roll and use whichever result you prefer for your character's score. Repeat this for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. This method helps avoid very low ability scores.

Method III

Roll 3d6 six times and jot down the total for each roll. Assign these six scores to your character's six abilities however you want, allowing for customization.

Method IV

Roll 3d6 twelve times and jot down all twelve totals. Choose the six best rolls and assign them to your character's abilities as desired. This method combines the advantages of Method II and III.

Method V

Roll four six-sided dice (4d6), discard the lowest die, and total the remaining three. Repeat this five more times to get six numbers. Assign these numbers to the character's abilities however you want. This is a fast method that generally yields good characters.

Method VI

Each ability starts with a score of 8. Then roll seven dice. These dice can be added to your character's abilities as you wish, with all points of a die added to the same ability. No ability score can exceed 18. This method is for creating specific types of characters.

Strength

Strength (Str) measures a character's muscle, endurance, and stamina. It is the prime requisite for warriors, affecting their ability to wear armor and wield heavy weapons.

Game Effects

Hit Probability: Adjustments are added to or subtracted from the attack roll (1d20) in combat. A bonus makes the opponent easier to hit, while a penalty makes them harder.
Damage Adjustment: The listed number is added to or subtracted from the damage dice roll. Regardless of subtractions, a successful attack always causes at least 1 point of damage. This also applies to missile weapons, though bows need to be specially made, and crossbows never benefit.
Weight Allowance: This is the weight (in pounds) a character can carry without being encumbered, affecting their movement rate.
Maximum Press: The heaviest weight a character can lift and press over their head, though they can only move a few steps this way.
Open Doors: Indicates the character's chance (on 1d20) to force open a heavy or stuck door. Numbers in parentheses show the chance to open locked, barred, or magically held doors, with only one attempt allowed.
Bend Bars/Lift Gates: States the character's percentage chance (rolled on percentile dice) to bend normal, soft iron bars or lift a vertical gate. Only one attempt is ever successful.

Ability Score Table

ScoreHit Prob.Damage Adj.Weight Allow.Max PressOpen DoorsBend Bars/Lift GatesNotes
1-5-41310%
2-3-21510%
3-3-151020%
4-5-2-1102530%
6-7-1None205540%
8-9NormalNone359051%
10-11NormalNone4011562%
12-13NormalNone4514074%
14-15NormalNone5517087%
16Normal+170195910%
17+1+1852201013%
18+1+21102551116%
18/01-50+1+31352801220%
18/51-75+2+31603051325%
18/76-90+2+41853301430%
18/91-99+2+523538015(3)35%
18/00+3+633548016(6)40%
19+3+748564016(8)50%Hill Giant
20+3+853570017(10)60%Stone Giant
21+4+963581017(12)70%Frost Giant
22+4+1078597018(14)80%Fire Giant
23+5+119351,13018(16)90%Cloud Giant
24+6+121,2351,44019(17)95%Storm Giant
25+7+141,5351,75019(18)99%Titan

Dexterity

Dexterity (Dex) encompasses hand-eye coordination, agility, reaction speed, reflexes, and balance. It is the prime requisite for rogues, affecting their professional skills, reaction to threats, accuracy with ranged weapons, and ability to dodge.

Game Effects

Reaction Adjustment: Modifies the die roll to determine if a character is surprised when encountering NPCs. A positive modifier reduces the chance of surprise.
Missile Attack Adjustment: Used to modify a character's die roll when using missile weapons (bows or thrown weapons). A positive number makes it easier to hit, while a negative number makes it harder.
Defensive Adjustment: Applies to saving throws against dodgable attacks (like lightning bolts) and modifies the character's Armor Class, representing their ability to dodge missiles and parry weapon thrusts.

Ability Score Table

ScoreReaction Adj.Missile Attack Adj.Defensive Adj.
1-6-6+5
2-4-4+5
3-3-3+4
4-2-2+3
5-1-1+2
600+1
7000
8000
9000
10-14000
1500-1
16+1+1-2
17+2+2-3
18+2+2-4
19+3+3-4
20+3+3-4
21+4+4-5
22+4+4-5
23+4+4-5
24+5+5-6
25+5+5-6

Constitution

A character's Constitution (Con) score reflects their physique, fitness, health, and resistance to hardship, injury, and disease. It is vital for all classes as it affects hit points and the ability to survive significant physical trauma.

Game Effects

Hit Point Adjustment: Added to or subtracted from each Hit Die rolled. However, no Hit Die ever yields less than 1 hit point. Only warriors are entitled to a Constitution bonus of +3 or +4; non-warriors with scores of 17 or 18 receive +2. The bonus ends at 10th level (9th for warriors and priests).
System Shock: The percentage chance a character has to survive magical effects that reshape or age their body, such as petrification or polymorph.
Resurrection Survival: Lists the character's percentage chance to be successfully resurrected or raised from death by magic.
Poison Save: Modifies the saving throw against poison for humans, elves, gnomes, and half-elves. Dwarves and halflings have special resistances and do not use this adjustment.
Regeneration: Enables those with exceptionally high Constitution to heal damage at an advanced rate (1 point of damage after a certain number of turns). Fire and acid damage cannot be regenerated this way.

Ability Score Table

ScoreHit Point Adj.System ShockResurrection SurvivalPoison SaveRegeneration
1-325%30%-2Nil
2-230%35%-1Nil
3-235%40%0Nil
4-140%45%0Nil
5-145%50%0Nil
6-150%55%0Nil
7055%60%0Nil
8060%65%0Nil
9065%70%0Nil
10070%75%0Nil
11075%80%0Nil
12080%85%0Nil
13085%90%0Nil
14088%92%0Nil
15+190%94%0Nil
16+295%96%0Nil
17+2 (+3)*97%98%0Nil
18+2 (+4)*99%100%0Nil
19+2 (+5)*99%100%+1Nil
20+2 (+5)**99%100%+11/6 turns
21+2 (+6)***99%100%+21/5 turns
22+2 (+6)***99%100%+21/4 turns
23+2 (+6)****99%100%+31/3 turns
24+2 (+7)****99%100%+31/2 turns
25+2 (+7)****100%100%+41/1 turn

Intelligence

Intelligence (Int) represents a character's memory, reasoning, and learning ability. It dictates the number of languages a character can learn and is the prime requisite for wizards, affecting their ability to learn and memorize spells.

Game Effects

Number of Languages: Lists the number of additional languages a character can speak beyond their native language. Every character can speak their native language regardless of Intelligence.
Spell Level: Indicates the highest level of spells that can be cast by a wizard with a given Intelligence score.
Chance to Learn Spell: The percentage probability that a wizard can learn a particular spell when they encounter it.
Maximum Number of Spells per Level (Optional Rule): Indicates the maximum number of spells a wizard can know from any particular spell level.
Illusion Immunity: Characters with exceptionally high Intelligence gain immunity to lower-level illusion spells.

Ability Score Table

ScoreNumberOfLanguagesSpellLevelChanceToLearnSpellMaxNumberOfSpellsPerLevelIllusion Immunity
10*--------
21--------
31--------
41--------
51--------
61--------
71--------
81--------
924th35%6--
1025th40%7--
1125th45%7--
1236th50%7--
1336th55%9--
1447th60%9--
1547th65%11--
1658th70%11--
1768th75%14--
1879th85%18--
1989th95%All1st-level
2099th96%All2nd-level
21109th97%All3rd-level
22119th98%All4th-level
23129th99%All5th-level
24159th100%All6th-level
25209th100%All7th-level

Wisdom

Wisdom (Wis) represents a character's enlightenment, judgment, guile, willpower, common sense, and intuition. It is the prime requisite for priests and can affect resistance to magical attacks.

Game Effects

Magical Defense Adjustment: Applies to saving throws against mind-affecting magical spells like charm, fear, hypnosis, and illusions. These bonuses and penalties are applied automatically.
Bonus Spells: Indicates the number of additional spells a priest is entitled to due to high Wisdom. These spells are only available when the priest can cast spells of the appropriate level and are cumulative.
Chance of Spell Failure: The percentage chance that a spell cast by a priest will fail. Priests with low Wisdom scores risk their spells fizzling.
Spell Immunity: Extremely wise characters gain complete protection from certain spells, spell-like abilities, and magical items. These immunities are cumulative.

Ability Score Table

ScoreMagicalDefenseAdjustmentBonus SpellsChanceOfSpellFailureSpell Immunity
1-6--80%--
2-4--60%--
3-3--50%--
4-2--45%--
5-1--40%--
6-1--35%--
7-1--30%--
80--25%--
90020%--
100015%--
110010%--
12005%--
1301st0%--
1401st0%--
15+12nd0%--
16+22nd0%--
17+33rd0%--
18+44th0%--
19+41st, 3rd0%cause fear, charm person, command, friends, hypnotism
20+42nd, 4th0%forget, hold person, ray of enfeeblement, scare
21+43rd, 5th0%fear
22+44th, 5th0%charm monster, confusion, emotion, fumble, suggestion
23+41st, 6th0%chaos, feeblemind, hold monster, magic jar, quest
24+45th, 6th0%geas, mass suggestion, rod of rulership
25+46th, 7th0%antipathy/sympathy, death spell, mass charm

Charisma

The Charisma (Cha) score measures a character's persuasiveness, personal magnetism, and ability to lead. It is important for interacting with nonplayer characters (NPCs), hirelings, and intelligent monsters.

Game Effects

Maximum Number of Henchmen: States the number of nonplayer characters who will serve as permanent retainers of the player character.
Loyalty Base: Shows the subtraction from or addition to the loyalty scores of henchmen and other servitors.
Reaction Adjustment: Indicates the penalty or bonus due to the character's Charisma when dealing with nonplayer characters and intelligent creatures.

Ability Score Table

ScoreMaximumNumberOfHenchmenLoyalty BaseReaction Adjustment
10-8-7
21-7-6
31-6-5
41-5-4
52-4-3
62-3-2
73-2-1
83-10
9400
10400
11400
12500
1350+1
146+1+2
157+3+3
168+4+5
1710+6+6
1815+8+7
1920+10+8
2025+12+9
2130+14+10
2235+16+11
2340+18+12
2445+20+13
2550+20+14