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Post by DMOverlord on Feb 15, 2008 23:39:21 GMT -5
There are 6 different stats: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. I think they are self-explaining enough. You get a figure for each ranging (for humans) between 3 and 18, 3 being very bad and 18 being very high. E.g a horse has an intelligence of 3 so unless you want to play somebody who is mentally disabled it is best to take an intelligence score of at least 6, though the average human has 10-11.
Now the way your stats are determined is by dice. When you want to join you ask me for your stats. Then I roll 4 6-sided dice (d6) and substract the lowest, Giving you 6 numbers ranging from 3 to 18. which you can allocate as you wish.
ex: * Strength: 15 * Dexterity: 16 * Constitution: 14 * Intelligence: 13 * Wisdom: 13 * Charisma: 15 (which, is extremely beastly; i don't expect you to get such high scores, but if you do, kudos!)
Then, there's the modifiers:
3: -4 4-5: -3 6-7: -2 8-9: -1 10-11: 0 12-13: +1 14-15: +2 16-17: +3 18-19: +4 20-21: +5
The overall product:
* Strength: 15 (+2) * Dexterity: 16 (+3) * Constitution: 14 (+2) * Intelligence: 13 (+1) * Wisdom: 13 (+1) * Charisma: 15 (+2) (again, beast!)
An obvious key to the oblivious: -Str- Strength -Dex- Dexterity -Con- Constitution -Int- Intelligence -Wis- Wisdom -Cha- Charisma
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Rowena
Member
Water Bender Lvl. 1
Hi. Now what?
Posts: 11
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Post by Rowena on Feb 24, 2008 17:35:16 GMT -5
So you roll dice to determine your strengths and weaknesses? Do you pick which numbers go where or is that our job?
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