Ability Scores

The basic attributes of a character are numbers representing Strength, Dexterity (quickness and coordination), Constitution (general health and hardiness), Intelligence (education and IQ), Wisdom (common sense), and Charisma (leadership). The first step needed to create a character is to roll dice for these six ability scores.

Strength

Strength Table
Score Hit Modifiers Damage Bonus
3–8 -1 -1
9–12 +0 +0
13–18 +1 +1

Roll 3d6 for your Strength score, and write it on your character sheet.

A high Strength gives your character bonuses when attacking with a sword or other hand-held weapon (called a “melee weapon”).

The Strength Table shows you the effects of your Strength score. For convenience, you may want to write down these bonuses on your character sheet next to the Strength score.

Strength is the Prime Attribute for the Fighting-man class.

Dexterity

Dexterity Table
Score Hit Modifiers AC Adjustment
3–8 –1 +1 [-1]
9–12 +0 +0
13–18 +1 -1 [+1]

Roll 3d6 for your Dexterity score.

A high Dexterity score gives your character bonuses when attacking with a bow or other missile weapon (usually called a “ranged weapon”), and improves your “armour class,” making you harder to hit.

Constitution

Constitution Table
Score Hit Point Modifier
3–8 -1
9–12 +0
13–18 +1

Roll 3d6 for your Constitution score.

A high Constitution gives your character extra hit points.

Intelligence Table
Score Max.
Additional
Languages
Max.
Spell
Level
3–7 0
8 1
9 1 5
10 2 5
11 2 6
12 3 6
13 3 7
14 4 7
15 4 8
16 5 8
17 5 9
18 6 9

Intelligence

Roll 3d6 for your Intelligence score.

A high Intelligence is the Prime Attribute for Magic-user characters, and only Magic-users with high Intelligence are able to learn the highest-level spells.

Those Magic-users with an Intelligence over 15 earn an extra first level spell.

Wisdom

Roll 3d6 for your Wisdom score.

Wisdom is the Prime Attribute for Cleric characters, and any character with a Wisdom score of 13 or higher gains a 5% bonus to all experience point awards.

If a Cleric has a Wisdom score of 15 or greater, he gains an additional first level spell.

Charisma Table
Score Max. Hirelings
3–4 1
5–6 2
7–8 3
9–12 4
13–15 5
16–17 6
18 7

Charisma

Roll 3d6 for your Charisma score.

A highly charismatic character has a better chance to his way out of trouble, and can lead more followers than characters with a low Charisma.

Any character with a Charisma score of 13 or higher receives a bonus of 5% to all experience point awards.