Abilities, Lore-wise?
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I am trying to do a roleplay playthrough but I can't find any reference to what the average ability scores are for anything in the forgotten realms...
Can anyone help? Much appreciated.
Can anyone help? Much appreciated.
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I mean, I just rolled my dice on my calculator : four out of six times I got lower than nine from three dice rolls XD
So the only thing that really makes sense from how the system works is for intelligence and charisma.
I would just throw the dice once and set the stats around a bit. This would give a somewhat fitting character. Or use the cheat to set everything to max and set the points down while using the system 3e or 3.5e games use.
18 is basically olympic/genius level ability at the peak of human ability. Except that warrior-types can go a little bit further up strength-wise to equal to an average ogre in strength at the extreme end.
It's kind of annoying though because in 2nd edition, stats between 10-14 have little or no benefit combat benefit, and they don't get much better till you get to the 17-18. Where as in 3rd edition, you at least got some benefit for low end stats (and could grow slightly over time).
On the other hand, items that set an ability to a higher score while worn are reasonably common in 2nd edition, where as most items in 3rd only give a +1-4 non-stacking bonus in most cases.
Wish in 3rd edition has a max of +5 stat increases per ability (stat increasing books also count for this limit), while 2nd allowed for unlimited increases up to the max possible of 25, but above 14, it required exponentially more wishes to raise a single point (the books on the other hand always gave 1 point, but are supposed to be EXTREMELY rare and expensive), and the Wish spell shortened the lifespan of the caster by ...I think 5 years every time it was cast.... (the haste spell also shortens life by 1-2 years, that was one of the perks of Improved haste, it didn't shorten your life).
It's worth rolling many times to get a good point total. I throw out any initial roll that includes a single digit score. I will sometimes shift something down to a 8 or 9, but never lower.
Just remember, 17 or 18 in your prime requisite. 15+ in dexterity and constitution (usually, I sometimes like playing clumsy or fragile characters. But don't try it for your first game!).
Dex is supposed decrease the thac0 penalty for dual-wielding slightly as it improves (up to 17 for no main-hand and a small off-hand or 21 for no penalty at all). As well as give additional save bonus (or penalty) vs spells like Fireball or lightning bolt, just like 3rd edition uses for reflexive saves.
Con should give save bonuses (or penalty) vs poison (though it's so high it wouldn't make much difference). As well as raising the chance of surviving resurrection or shapeshifting attempts (neither penalty being implemented, which is quite sad, since it makes con useless between 7-14).
Intelligence is supposed to start granting immunity to some illusion spells at higher levels (19+), and is supposed to be required for spell casting.
Wisdom is supposed to boost (or penalize) your saves vs enchantment spells, as well as grant immunities to certain spells at higher skill amounts. As well as prevent divine spell failure (only occurs at 12 or lower wisdom)
Charisma is supposed affect the maximum number of NPCs you can recruit. You'd need at least 12 charisma to have a full party (since BG limits you to a max of 6 people in the party, in multiplayer of course you can have as many PC created characters as you want).
I mean sure, with exception to the Dual-wielding thing (which is a MASSIVE nerf to bards/theives, especially, technically also warriors, except rangers who aren't supposed to have a penalty at all), these are actually pretty minor things since you need fairly extreme highs or lows for a noticeable effects. And most enemies are just as gimp'd as you are, so it generally balances out.
You don't actually NEED awesome scores either, I'd made a character with 10 in everything and beat the game just fine (of course class minimums make such a build impossible, I did it more to see if I could).
It's a game. Have fun with it, or go do something else.
Of course sometimes it's fun to have outrageously over powered characters too.
In fact, I think the contrast makes both groups more interesting and satisfying.
So I'd start with just the math. The scores are generated on 3d6; so 10.5 is strictly average. But its a bell curve so middle scores are much more likely than the extremes. An 18 or 3 is a one in 216 chance.
Broadly speaking that means 7-14 is pretty average and won't offer either advantage or penalty. The extremes would be notable characteristics, either good or bad (strong/weak, smart/stupid, agile/clumsy, hardy/frail, wise/foolish, charming/repulsive).
I think the most fun characters have some degree of randomness to them. I mean sure everyone wants their fighter to have an 18/00 strength. But what happens if they are only a little strong (16?), but very hardy, charming and clumsy? I mean you'd never really choose to do that. If you're just adjusting points at will you'll probably move some of that charisma over to dexterity. So I really like an honestly rolled character. And I like this better than point allocation, but that's another story...
Now to be honest, I do use Shadow Keeper aggressively. But its rarely to give a fighter an 18/00 strength. What interests me most is recreating characters from when I was gaming and DMing a lot in the 80s and 90s. I have folders full of hundreds of characters, and I love bringing them back to life on the computer. Sometimes it takes some creativity because we often used non-standard rules, but it brings a smile to my face every time.
The other thing I love doing is re-creating favorite characters from fiction. Puzzling out Sarah Walker's scores and character class kept me busy for several hours. But again, that is what's most fun to me.
Anyway, sorry if I strayed some there. Hopefully I answered your question early on? If not I'm happy to try again...
Thanks for your help.
As someone pointed out earlier, 18 is the peak of human ability (hence why all Human ability scores cap at 18), and anything thereafter is considered super human. So a strength of 18/00 would be like an Olympic weight lifter, 18 dexterity would be like a master sniper, etc..
Roleplaying-wise, this explains just how accurate an Elven archer with 19 dexterity would be, or how strong a half-Orc with 19 strength would be; which is above and beyond the skill of normal humans.
-Prince_of_Lies
However, there are many ways of adding points, even above 18. So I wouldn't call that super-human; how about extraordinary. I would say 19s are extremely rare, but they can happen.
So back to Murray's question; for adjectives I think I like just "strong" for a 15-16, "very" is a good word for 17, how about "extremely" for an 18. And the descriptors I use for the scores are as I said above...
Strength - strong/weak
Dexterity - agile/clumsy
Constitution - hardy/frail
Intelligence - smart/stupid
Wisdom - wise/foolish
Charisma - charming/repulsive
When I was first messing around the PnP 25 years ago, I always thought of it sort of like IQ:
an 11 intelligence would be roughly a 110 IQ. A smart person is 140-150 (14-15) and a genius would be 16+
I agree totally with your first statement, since
At any rate, 7 and 8 are well within the mathematical average, and people with well below average intelligence can typically read if trained to do so. Just because its a game does not mean it can't be viewed logically, and calling someone illiterate just because they can't read one particular, probably very complex sort of writing makes no sense. If that was really the intent, the game wouldn't let you read bounty notices or journal entries with a below average intelligence either.
And don't forget, the protagonist grew up in a library surrounded by monks. In real medieval times, monasteries were havens of learning, literacy and all the knowledge of civilization.
Through out the Dark Ages, monasteries are THE major source of written history (via various "Chronicles" and Easter Calenders).
If we consider the Forgotten Realms are far more developed and sophisticated than medieval Europe actually was, literacy is likely far more widespread.
My point in all this is just that I would not draw any conclusions about a character's literacy based purely on intelligence or reading magical scrolls. I think its highly likely your character is well educated and well read; and in fact, I think the game assumes you are regardless of your intelligence (various notes and books you're expected to read).
The way it was originally described to me was that anything between 9-11 was an average human being. Adventurers, as stated in the Player's Handbook, are exceptionally talented/gifted and cannot be compared to average peasants.
In the end, it depends on the DM to give a description for the numerical value of an ability score; although ten is almost always considered average.
-Prince_of_Lies