Dungeons and Dragons character creation, AD&D 2nd edition character creation, ability score generation, AD&D Player's Option rules
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Ability scores

Character Creation main menu

Character creation introduction

Ability score generation

Subabilities

Racial ability scores

Racial minimums & maximums

 
This ability score is divided into the subabilities of Aim, which represents hand-eye coordination and manual acuity, and Balance, which denotes reflexes and overall agility. Leon chooses to use these Dexterity subabilities for his character:

Strength 16 Intelligence 12
Stamina 15
Muscle 17
Dexterity 14 Wisdom 8
Aim 12
Balance 16
Constitution 12 Charisma 11
Ego 13

Aim

A character with a high Aim score might be an expert marksman or a sleight-of-hand artist.
Missile Adjustment: This modifier is applied to the d20 combat roll whenever a character attacks with a missile weapon, such as firing arrows or hurling a spear. As above, negative modifiers are penalties to the die roll, and positive numbers are bonuses.
Escape Bonds: This modifier applies only to those characters who have the Escape Bonds ability.
Open Locks: Similarly, this modifier is used only by those characters with the Open Locks ability.
Pick Pockets: This modifier applies only to those characters who have the ability to pick another character's pockets.
Remove Traps: This modifier only applies to those characters who have the Remove Traps or Remove Large Traps ability. It does not affect the ability to find traps. The ability to find traps is a function of Observation.
Set Traps: This modifier only applies to those characters who have the Set Traps ability.
Critical Hit Modifier: This modifier is added to a character’s chance to score a critical hit on an attack roll of a natural 20.
Critical Fumble Modifier: This modifier is added to a character’s chance to critically fumble on an attack roll of a natural 1.
Skills: The Somatic Concealment, Cobbling, Bowyer/Fletcher, Rope Use, Seamstress/Tailor, Craft Instrument, Forgery, and Gem Cutting skills all are based on Aim.

Table 1.03: Aim
Aim Score
Missile Adj.
Escape Bonds
Open Locks
Pick Pockets
Remove Traps
Set Traps
Crit. Hit Mod.
Fumble Mod.
3
-3
-30
-30
-30
-30
-30
-30
+30
4
-2
-25
-25
-25
-25
-25
-20
+20
5
-1
-25
-20
-25
-25
-25
-15
+15
6
0
-20
-20
-20
-20
-20
-10
+10
7
0
-20
-15
-20
-20
-20
-5
+5
8
0
-15
-15
-15
-15
-15
0
0
9
0
-15
-10
-15
-10
-10
0
0
10
0
-10
-5
-10
-10
-10
0
0
11
0
-5
0
-5
-5
-5
0
0
12-15
0
0
0
0
0
0
0
0
16
+1
0
+5
0
0
0
+5
-5
17
+2
+5
+10
+5
0
0
+10
-10
18
+2
+10
+15
+10
+5
+5
+10
-10
19
+3
+15
+20
+15
+10
+10
+15
-15
20
+3
+20
+25
+20
+15
+15
+15
-15
21
+4
+25
+30
+25
+20
+20
+20
-20
22
+4
+30
+35
+30
+25
+25
+20
-20
23
+4
+35
+40
+35
+30
+30
+20
-20
24
+5
+40
+45
+40
+35
+35
+25
-25
25
+5
+45
+50
+45
+40
+40
+25
-25

Balance

A character possessing a high Balance score may be an acrobat or a tightrope walker. A new rule for the Player’s Option system is that all unarmored warrior and rogue characters gain an additional +2 bonus to Armor Class while unencumbered. This bonus is in addition to any the characters might receive for high Balance scores.
Reaction Adjustment: This modifier Is applied to a d10 to determine if a character is surprised by an unexpected encounter. The more positive the value, the less likely the character is to be surprised.
Defensive Adjustment: This modifier is applicable to a character's saving throws versus attacks that can be dodged, such as lightning bolt spells, hurled boulders, etc. It also modifies the character's Armor Class, representing the character's ability to dodge normal missile attacks and parry melee attacks. The lower the negative value, the more difficult the character will be to strike.
Movement Adjustment: This is the amount added to a character’s base movement rate.
Climb Walls: This modifier applies to characters with the Climb Walls ability.
Hide in Shadows: This modifier applies to characters with the Hide in Shadows ability.
Move Silently: This concerns only those characters who have the Move Silently ability. The higher the positive value, the easier the skill becomes for the character.
Skills: Balance is the relevant ability for such skills as Tumbling, Dancing, Seamanship, Tightrope Walking, and Charioteering.

Table 1.04: Balance
Balance Score
Reaction Adj.
Defense Adj.
Movement Adj.
Climb Walls
Hide in Shadows
Move Silently
3
-3
+4
-3
-30
-30
-30
4
-2
+3
-2
-25
-25
-30
5
-1
+2
-1
-20
-20
-30
6
0
+1
0
-20
-20
-25
7
0
0
0
-15
-15
-25
8
0
0
0
-15
-15
-20
9
0
0
0
-10
-10
-20
10
0
0
0
-5
-5
-15
11
0
0
0
0
0
-10
12
0
0
0
0
0
-5
13-14
0
0
0
0
0
0
15
0
-1
0
0
0
0
16
+1
-2
+1
0
0
0
17
+2
-3
+2
+5
+5
+5
18
+2
-4
+2
+10
+10
+10
19
+3
-4
+3
+15
+15
+15
20
+3
-4
+3
+20
+15
+15
21
+4
-5
+4
+20
+20
+20
22
+4
-5
+4
+25
+20
+20
23
+5
-6
+5
+25
+25
+25
24
+5
-6
+5
+30
+25
+25
25
+5
-6
+5
+30
+30
+30

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