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.