Point
Buy System for Character Generation
All characters
start with their six ability scores set at 8. You then have 30 points with
which to increase these scores. The catch is; the higher the score, the more
points it takes to increase to the next number. Here is the chart to show the
cost of raising your scores:
Base Ability
Score
|
Cost to Increase |
Total Cost to Increase |
Ability Modifier |
8 |
0 |
0 |
-1 |
9 |
1 |
1 |
-1 |
10 |
1 |
2 |
0 |
11 |
1 |
3 |
0 |
12 |
1 |
4 |
+1 |
13 |
1 |
5 |
+1 |
14 |
1 |
6 |
+2 |
15 |
2 |
8 |
+2 |
16 |
2 |
10 |
+3 |
17 |
3 |
13 |
+3 |
18 |
3 |
16 |
+4 |
You
can make one or more of your scores less than 8 but you gain nothing by doing
it (point-wise).
If you choose a race that has Attribute Modifiers, purchase the points normally, then add your Modifiers when you are done.
Here
is a brief description of what each ability score is and the capabilities at
different levels (Average human stats are 10-11):
Strength: A measure of muscle and
physical power. A score of 8 means you are physically weak and cannot lift more
than 80 lbs on your back without staggering. Warriors and most adventurers
should have at least a 10 strength, but the higher, the better.
Intelligence: A measure of how well your
character learns and reasons. At an 8 intelligence, you have a problem speaking
in an understandable manner. Arcane Spellcasters need at least a 10
intelligence to cast spells.
Wisdom: A measure of willpower,
common sense, perception and intuition. A score of 8 in Wisdom gives you a character
that wouldn’t see a wooden door in a stone wall if it was closed. Divine
Spellcasters need at least a 10 wisdom to cast spells, and monks use wisdom on
their armor class.
Dexterity: A measure of hand-eye
coordination, agility, reflexes and balance. A score of 8 in dexterity gives
you a character that couldn’t hit the ground with a dropped rock or walk across
a flat floor without tripping. Rogues and anyone that uses ranged weapons needs
at least a 10 Dexterity.
Constitution: A measure of your health and
stamina. A score of 8 gives you a character that bruises when hit by a
cottonball, catches diseases that are even mentioned in conversation and gets
winded getting out of bed. Any adventurer needs at least a 10 constitution, the
higher the better.
Charisma: A measure of personal
magnetism, force of personality, persuasiveness, ability to lead and physical
attractiveness. A character with an 8 charisma would be a nerdy milquetoast
with bad hygiene and a stutter. Unless you want to be a background kind of
player, you need at least a 10 in charisma.