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

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Character creation introduction

Ability score generation

Subabilities

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Subabilities
Once a prayer character’s seven ability scores have been established, it’s time to introduce the concept of subabilities. Each standard ability score — Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma and Ego — is divided into two subabilities. These are more specific definitions of what makes up a character. For example, a character’s Strength score is divided into the subabilities of Stamina, which reflects being able to physically exert oneself over a period of time, and Muscle, which measures the raw power needed to force open locked doors or overturn banquet tables.
To determine a character’s subabilities, simply double the score of the parent ability (Strength, Wisdom, etc.) and divide that total between the subabilities. The scores for the two subabilities must be within four points of each other. Only whole numbers are allowed, no subability score can be lower than 3, and no subability score can be higher than the racial maximum for the parent ability.
For example, Leon is determining the subabilities for his fighter. The fighter’s seven ability scores are:


Strength 16 Intelligence 12
Dexterity 14 Wisdom 8
Constitution 12 Charisma 11
Ego 13


Leon doubles the fighter’s Strength score (16x2=32), and divides the 32 points as follows: Stamina —15, Muscle — 17 (15+17=32). Leon records this on his character’s record sheet


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

Subabilities are used as the relevant ability score for many nonweapon skills in the Fälgorna. See chapter five for more information.
Subability scores also are used in place of the seven standard ability scores when ability checks are called for. For example, if Leon’s fighter wanted to lift a large piece of fallen masonry that is trapping a fellow adventurer, the DM normally would call for one Strength check to see if the fighter is capable of lifting the heavy block of stone, and another Strength check to see if the fighter can hold the block aloft long enough for the other character to crawl free. Without subabilities, the fighter stands an equal chance of succeeding at both attempts.
Using the same scenario with the subabilities system, the DM would call for a Muscle check (Muscle score of 17) to see if the fighter has the sheer power to lift the stone block off his friend. Assuming that roll is successful, next a Stamina check (Stamina 15) would be needed to hold the masonry in the air long enough for his friend to move out from under it.
The 14 subabilities are listed in the following pages, along with their effects on characters. Click on the 'next' arrow below to turn the page.

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