Ad placeholder

Abilities: Difference between revisions

Jump to navigation Jump to search
2,194 bytes removed ,  17 December 2023
no edit summary
Tag: Manual revert
No edit summary
Line 21: Line 21:
* [[Charisma]]: Charm or force of character.
* [[Charisma]]: Charm or force of character.


Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
=== Ability score modifiers ===
Each ability has an ability score modifier, which is derived from its respective ability score. The modifier is added to dice rolls in the game, including [[Attack roll|attack rolls]], [[Damage rolls|damage rolls]], [[Ability check|ability checks]] and [[Saving throw|saving throws]].
 
Ability score modifiers are decreased by ''1'' for every odd ability score below 10, and are increased by ''1'' for every even ability score above 10.
 
For example, a Strength score of 8 or 9 has a Strength modifier of ''-1'', and a Strength score of 12 or 13 has a Strength modifier of ''+1''.


Ability scores can be permanently increased through the [[Ability Improvement]] class feature (presented in the list of [[Feats|feats]]), though this cannot raise them above 20.
The formula used for calculation an ability score's modifier is {{InfoBlob|1=Modifier = (Score − 10) ÷ 2 <small>''(rounded down)''</small>}}.
{{AbilityScoreModifierTable}}


=== Overview of abilities ===
; Strength  : A creature's Strength score increases that creature's [[Carrying capacity|carrying capacity]] and jump distance. The Strength modifier improves chances of success of shoving or resisting being shoved. It is also added to the result of [[Attack Roll|attack]] and [[Damage Roll|damage]] rolls for melee weapons.
; Strength  : A creature's Strength score increases that creature's [[Carrying capacity|carrying capacity]] and jump distance. The Strength modifier improves chances of success of shoving or resisting being shoved. It is also added to the result of [[Attack Roll|attack]] and [[Damage Roll|damage]] rolls for melee weapons.
:;Associated skills : [[Athletics]]
:;Associated skills : [[Athletics]]
Line 41: Line 48:
; Charisma : Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins.
; Charisma : Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins.
:; Associated skills : [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]]
:; Associated skills : [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]]
=== Ability score modifiers ===
Each ability has an ability score modifier, which is derived from its respective ability score. The modifier is added to dice rolls in the game, including [[Attack roll|attack rolls]], [[Damage rolls|damage rolls]], [[Ability check|ability checks]] and [[Saving throw|saving throws]].
Ability score modifiers are decreased by ''1'' for every odd ability score below 10, and are increased by ''1'' for every even ability score above 10.
For example, a Strength score of 8 or 9 has a Strength modifier of ''-1'', and a Strength score of 12 or 13 has a Strength modifier of ''+1''.
The formula used for calculation an ability score's modifier is {{InfoBlob|1=Modifier = (Score − 10) ÷ 2 <small>''(rounded down)''</small>}}.
{{AbilityScoreModifierTable}}
== Interactions with classes ==
==== Primary and secondary abilities ====
Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the game's tooltips, and serve as recommendations for players unfamiliar with the rules of the game.
The primary abilities for the classes are:
{{table list|
; Strength (STR) : [[Barbarian]], [[Fighter]]
; Dexterity (DEX) : [[Monk]], [[Ranger]], [[Rogue]]
; Intelligence (INT) : [[Wizard]]
; Wisdom (WIS) : [[Cleric]], [[Druid]]
; Charisma (CHA): [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]]
}}
==== Spellcasting ability ====
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has an ability that affects their spellcasting. These affect the attack rolls and [[Difficulty Class]] of their spells. The primary ability of casters classes always corresponds to their spellcasting ability, with the exception of rangers and classes that gain spellcasting via a subclass class feature.
Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.
== Overview of abilities ==
=== Strength ===
: Associated skills: [[Athletics]].
A creature's Strength score increases that creature's [[Carrying capacity|carrying capacity]] and jump distance. The Strength modifier improves chances of success of shoving or resisting being shoved. It is also added to the result of [[Attack Roll|attack]] and [[Damage Roll|damage]] rolls for melee weapons.
=== Dexterity ===
: Associated skills: [[Acrobatics]], [[Sleight of Hand]] and [[Stealth]].
A creature's Dexterity modifier is added to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the [[Finesse]] property.
A creature's Dexterity modifier is also added to their [[Armour Class]] (AC), but the bonus added may be limited depending on what armour they have equipped.
Medium armour usually limits the bonus added to the creature's AC to ''+2'', whereas, heavy armour tends to ignore the bonus entirely.
Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells.
=== Constitution ===
: Associated skills: None.
A creature's Constitution modifier is added to the amount of [[Hit points|hit points]] it gains on level up. This increase is  applied retroactively.
Constitution is commonly used for saves against [[Poisons|poisons]], and is a common ability used in saves against spells. It is also what is used to maintain [[Concentration]] on a long-duration spell and needing to roll saves against concentration being broken.
=== Intelligence ===
: Associated skills: [[Arcana]], [[History]], [[Investigation]], [[Nature]] and [[Religion]].
Intelligence is the spellcasting ability of wizards, fighters and rogues.
=== Wisdom ===
: Associated skills: [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]].
Wisdom is the spellcasting ability for clerics, druids and rangers, and is an important ability score for monks, as several of their class features depend on it.
Wisdom is also a commonly used ability for saves against spells.
=== Charisma ===
: Associated skills: [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]].
Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins


== Ability checks ==
== Ability checks ==
Line 194: Line 137:
|}
|}


=== Common scenarios ===
=== Automatic rolls ===
==== Automatic rolls ====
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creation notices the trap. Perception is a Wisdom Skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] check, a Dexterity Skill.
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creation notices the trap. Perception is a Wisdom Skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] check, a Dexterity Skill.


==== During dialogue ====
=== During dialogue ===
Ability checks are also common during dialogue, where some responses require a ability check to determine the outcome. Examples include using Charisma-based skills like [[Persuasion]], [[Deception]] or [[Intimidation]] to influence others, or Intelligence-based Skills like [[Investigation]], [[History]] or [[Religion]] to determine or remember facts.
Ability checks are also common during dialogue, where some responses require a ability check to determine the outcome. Examples include using Charisma-based skills like [[Persuasion]], [[Deception]] or [[Intimidation]] to influence others, or Intelligence-based Skills like [[Investigation]], [[History]] or [[Religion]] to determine or remember facts.


==== Contests ====
=== Contests ===
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.


An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.
An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.
== Interactions with classes ==
Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the game's tooltips, and serve as recommendations for players unfamiliar with the rules of the game:
{{table list|
; Strength (STR) : [[Barbarian]], [[Fighter]]
; Dexterity (DEX) : [[Monk]], [[Ranger]], [[Rogue]]
; Intelligence (INT) : [[Wizard]]
; Wisdom (WIS) : [[Cleric]], [[Druid]]
; Charisma (CHA): [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]]
}}
=== Character creation ===
Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
=== Spellcasting ability ===
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has an ability that affects their spellcasting. These affect the attack rolls and [[Difficulty Class]] of their spells. The primary ability of casters classes always corresponds to their spellcasting ability, with the exception of rangers and classes that gain spellcasting via a subclass class feature.
Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.
== Permanently increasing ability scores ==
Ability scores can be permanently increased through the [[Ability Improvement]] class feature (presented in the list of [[Feats|feats]]), though this cannot raise them above 20.
There are also several ways of increasing ability scores by acquiring [[permanent bonuses]] through [[quests]] and interactions.


== Notes ==
== Notes ==
8,856
edits

Navigation menu