Last month we discussed ability scores in general terms, what they mean and how they influence role playing. This month we’ll delve into how to allocate them and how characteristics such as race and class affect that process.
Pick Your Class and Race
First, we need to determine which combination of race and class fits our character concept the best. Sometimes this translation process will be easy, particularly if we picked a well-known archetype for our character, such as the halfling rogue, elven ranger, or dwarf fighter. Other times, we may need to work with our DM to slightly tweak or re-skin an existing race or class to fit our concept.
In D&D, races represent the different types of humanoids we can play, such as humans, elves, minotaurs, etc. Classes encapsulate what our character can do, such as fighter, rogue, and bard. Builds are specific examples of classes, and which build we choose determines which three ability scores are the most important and their order of importance.
These characteristics often have a fair bit of interplay between them, as some races are better at the abilities important for some classes. Some players will always look for a race/class/build combination that maximizes racial bonuses while others may choose to ignore it. After all, sometimes it’s fun to play against type.
For those who want a good idea about which classes and races pair well together, the Player’s Strategy Guide contains a few charts with that information. Otherwise, the class builds themselves list the abilities most important for any given class and those can be found in the appropriate book, such as the Player’s Handbook, or in the character builder.
Determine Your Scores
Once we’ve picked our class, build and race, it’s time to assign our actual ability scores. The most common way to do this is to pick an array and apply the scores in the order of the importance of the stat to our character’s build. Some DMs will restrict which array(s) we can use, often preferring what is considered the standard array, (16, 14, 13, 12, 11, 10), while others have no restrictions at all.
If we are allowed to choose our own array or the point buy system, we need to determine how specialized we want our character to be. This decision underlines much of the tension between storytellers, those who place story above mechanics, and optimizers, those who want their characters to be as mechanically effective as possible in the game. The standard array has a pretty even spread of scores while providing the possibility for pretty decent modifiers in the core skills for a PC’s class.
However, most optimizers will prefer more specialization, having one or two things their character does really well at the expense of some other abilities. This is often referred to as min-maxing. Many D&D adventures and settings reward people who specialize, although the risk is that the specialization won’t be useful in the game the DM is running. So, people who prefer to min-max should work with their DM in advance to make sure their character won’t be useless in the game.
For the rest of this exercise, let’s choose an elf archer ranger to build. This means the primary abilities are dexterity, strength, and wisdom and the racial modifiers are +2 dexterity and +2 wisdom. We’ll also assume that our DM has stated that he prefers that we use the standard array when creating our character.
The first thing we’ll want to do is make a note of the racial bonuses. One nice trick on a handwritten sheet is to put the racial modifiers to the left of the ability score box as a reminder to add them in later. Then we work our way through the top 3 scores in order of importance. In this case, we would give DEX our 16, STR 14 and WIS our 13. Of the remaining, I tend to value CON over INT or CHA for this build, but feel free have fun with it. Once the racial modifiers are added in, our ability scores would look something like this: STR 14, CON 12, DEX 18, INT 11, WIS 15, and CHA 10.
When assigning scores, keep a few things in mind. First, we’ll have a few opportunities to add to our scores as we level. So sometimes it makes sense to start off with a slightly lower number in one score (an odd instead of an even) since when we add 1 to it later, the modifier will increase as well. Also, some feats require a minimum ability score. Newer players probably shouldn’t worry about that too much.
Once our scores are chosen we determine our modifiers, which are actually the important part of this exercise. The modifiers are what we add to our attack and damage rolls and skill checks. Page 17 of the Player’s Handbook has a handy guide for converting ability scores into the correct modifiers.
There you have it, how to translate your character concept into ability scores. If you have any questions, feel free to leave them in the comments. And next month we’ll be looking at how to choose feats and powers.
Asmor
August 12, 2010
“The most common way to do this is to pick an array”
[citation needed]
I don’t have the books available right now, but I’m 99% sure that the official way is point buy… I’d wager that’s the most common way it’s done. I know it’s the way everyone I know who plays does it, and it’s the way RPGA games do it. In fact, arrays are just a shortcut/subset of point buy…
B. Lynn
August 12, 2010
From the Player’s Handbook:
Method 1: Standard Array
Method 2: Customizing Scores (Includes point buy)
Method 3: Rolling Scores
Though I think that commonly Method 2 through point buy is the most commonly used.
Neldar
August 12, 2010
Arrays are point buys. It’s poorly worded, but it is the most common way to do it (22-point buy/arrays in PHB1).
I love the 16/16/13 and 16/14/14 arrays the most though I have occasionally used the 18/14/11. That one can be too specialized for my tastes most of the time.
Asmor
August 12, 2010
There’s really no game reason not to toss an 18 into your most important stat, which in most cases is the stat you use for attacking*. I could see an argument being made for the 16/16 split if you wanted to emphasize your “bennies” (i.e. bonuses for secondary ability scores), but for skills your ability scores are practically irrelevant. Is it worth sacrificing +1 on every attack roll you’ll ever make to get +1 on every e.g. intelligence-based skill check you’ll ever make? I suspect the attack rolls will be a lot more common, and you’ll end up missing more attack rolls by 1 over the course of your character’s career than you will -based skill checks.
Of course, that’s just skills… If you were a defender (and thus could reasonably expect to be attacked more often than you actually attack), your defenses may be more important, and adding +1 to each of two defenses may be worth sacrificing a point from the third. That’s an unusual case, though, in that you don’t really have a “most important” score; you have 3.
*One example of when your attack stat may not be your most important score… I built an ardent and decided to emphasize powers that let my teammates attack. As a result, my attack stat didn’t matter nearly as much, and I put an 18 in con so that all my allies would get +4 damage.
Psynister
August 12, 2010
I’ll second that, Asmor. I know very, very few DM’s that use the standard array. Point Buy is huge as it gives full customization to the characters.
That aside though, the rest of the article is pretty spot on. If you don’t have the PHB handy, or maybe you’ve only got one copy or something and other people are using it, ability modifiers follow a simple equation, just subtract 10 and then divide by 2, rounding down. When doing this, remember that rounding a negative number “down” is like rounding a positive number “up”. So while 11 -10 = 1 / 2 = 0.5 = 0 having 9 – 10 = -1 / 2 = -0.5 = -1.
I’m definitely an optimizer of my characters, but not always specifically for combat, and not always in the way that is typical. I like to tie it into my character’s concept even when it has little or no impact on the actual game. I’ve taken feats to get bonuses to skill checks that rarely (sometimes never) get put to use in game, giving Fighters a starting Wis/Int of 18, I’ve burned feats on learning languages that I’ve never seen anyone use in a game since the 1980′s, and so on.
Asmor
August 12, 2010
@Psynister a slightly easier thing to do is divide and round first, then subtract 5. Sidesteps any potential confusion about rounding on negative numbers.
Temporary Hit Points Jeff
August 12, 2010
It’s a funny conversation.
I use arrays almost exclusively. But then I tweak through point-buy.
I mean, really, if you use arrays, you’re really just doing point-buy the simple way. And if you use point-buy odds are 90% of the time you’re probably coming up with a combo that is actually one of the arrays. It’s really a moot point, but I’m not sure that the two are different enough to really bother with distinction.
Seamus (The Opportunist)
August 12, 2010
**WARNING! CONVOLUTED LOGIC AHEAD!**
Umm… Did I miss something? Aren’t the arrays just the point-buy system, but the work’s been done for you? I always use the arrays, because that’s precisely what they are. If I’m supposed to be in a campaign, and the DM sets the point buy at something other than the “standard” from the PHB, I still pick an array, and tweak the numbers. Am I wrong somehow?
RichGreen
August 12, 2010
Point buy, but I miss rolling the dice!
Seamus (The Opportunist)
August 16, 2010
Great discussion happening here. I expanded my thoughts on this at rpgmusings.com in a post called “Character Optimization vs Storytelling: Is This Really a Fight?” Check it out!
The Red DM
September 11, 2010
I am also a point buy fan; I have never used arrays for PCs (I love them for NPCs).