Las seis características
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Todas las criaturas (personajes y monstruos) tienen seis características que definen sus capacidades físicas y mentales, tal y como se muestra en la tabla “Descripciones de las características”.
Descripciones de las características
| Característica | La puntuación mide... |
|---|---|
| Fuerza | Poderío físico |
| Destreza | Agilidad, reflejos y equilibrio |
| Constitución | Salud y aguante |
| Inteligencia | Raciocinio y memoria |
| Sabiduría | Perspicacia y fortaleza mental |
| Carisma | Confianza, aplomo y encanto |
Puntuaciones de característica
Cada característica tiene una puntuación de 1 a 20, aunque las de algunos monstruos llegan a 30. La puntuación representa la magnitud de una característica. La tabla “Puntuaciones de característica” resume el significado de las puntuaciones.
Puntuaciones de característica
| Puntuación | Significado |
|---|---|
| 1 | Este es, por lo general, el mínimo que puede tener una puntuación. Si un efecto la reduce a 0, explica lo que ocurre. |
| 2–9 | Representa una capacidad débil. |
| 10–11 | Representa la media humana. |
| 12–19 | Representa una capacidad fuerte. |
| 20 | Este es el máximo que pueden tener las puntuaciones de los aventureros salvo que un rasgo indique lo contrario. |
| 21–29 | Representa una capacidad extraordinaria. |
| 30 | Este es el máximo que pueden tener las puntuaciones. |
Modificadores por característica
Cada característica posee un modificador que aplicas al realizar una prueba con d20 de esa característica (se explica en el apartado “Las pruebas con d20”). El modificador por característica se deriva de su puntuación, tal y como se muestra en la tabla “Modificadores por característica”.
Modificadores por característica
| Puntuación | Modificador |
|---|---|
| 1 | −5 |
| 2–3 | −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 |
| 22–23 | +6 |
| 24–25 | +7 |
| 26–27 | +8 |
| 28–29 | +9 |
| 30 | +10 |
All creatures—characters and monsters—have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.
Ability Descriptions
| Ability | Score Measures … |
|---|---|
| Strength | Physical might |
| Dexterity | Agility, reflexes, and balance |
| Constitution | Health and stamina |
| Intelligence | Reasoning and memory |
| Wisdom | Perceptiveness and mental fortitude |
| Charisma | Confidence, poise, and charm |
Ability Scores
Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.
Ability Scores
| Score | Meaning |
|---|---|
| 1 | This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. |
| 2–9 | This represents a weak capability. |
| 10–11 | This represents the human average. |
| 12–19 | This represents a strong capability. |
| 20 | This is the highest an adventurer’s score can go unless a feature says otherwise. |
| 21–29 | This represents an extraordinary capability. |
| 30 | This is the highest a score can go. |
Ability Modifiers
Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in “D20 Tests”). An ability modifier is derived from its score, as shown in the Ability Modifiers table.
General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise. The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.
Round Down
Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.
Ability Modifiers
| Score | Modifier |
|---|---|
| 1 | −5 |
| 2–3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |