Strength (PHB)

Warriors with <U>16 or more</U> strength gain an extra 10% XP.
"Warriors with <U>18</U> strength gain d100 exceptional Str.<BR>
Halfling fighters don't gain exceptional Str.
 Table 1: Strength
Ability Score	HitProbability	Dmg.Adjust	WeightAllowance	Max.Press	OpenDoors	Bend Bars/Lift Gates	Notes
1 	-5 	-4 	1 	3 	1 	0% 	
2 	-3 	-2 	1 	5 	1 	0% 	
3 	-3 	-1 	5 	10 	2 	0% 	
4-5 	-2 	-1 	10 	25 	3 	0% 	
6-7 	-1 	None 	20 	55 	4 	0% 	
8-9 	Normal 	None 	35 	90 	5 	1% 	
10-11 	Normal 	None 	40 	115 	6 	2% 	
12-13 	Normal 	None 	45 	140 	7 	4% 	
14-15 	Normal 	None 	55 	170 	8 	7% 	
16 	Normal 	+1 	70 	195 	9 	10% 	
17 	+1 	+1 	85 	220 	10 	13% 	
18 	+1 	+2 	110 	255 	11 	16% 	
18/01-50 	+1 	+3 	135 	280 	12 	20% 	
18/51-75 	+2 	+3 	160 	305 	13 	25% 	
18/76-90 	+2 	+4 	185 	330 	14 	30% 	
18/91-99 	+2 	+5 	235 	380 	15(3) 	35% 	
18/00 	+3 	+6 	335 	480 	16(6) 	40% 	
19 	+3 	+7 	485 	640 	16(8) 	50% 	Hill Giant
20 	+3 	+8 	535 	700 	17(10) 	60% 	Stone Giant
21 	+4 	+9 	635 	810 	17(12) 	70% 	Frost Giant
22 	+4 	+10 	785 	970 	18(14) 	80% 	Fire Giant
23 	+5 	+11 	935 	1,130 	18(16) 	90% 	Cloud Giant
24 	+6 	+12 	1,235 	1,440 	19(17) 	95% 	Storm Giant
25 	+7 	+14 	1,535 	1,750 	19(18) 	99% 	Titan
Strength (Str) measures a character's muscle, endurance, and stamina. This ability is the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. A fighter with a score of 16 or more in strength gains a 10% bonus to the experience points they earn.
Furthermore, any warrior with a strength score of 18 is entitled to roll percentile dice (see Glossary) to determine exceptional strength; exceptional strength improves the character's chance to hit an enemy, increases the damage they cause with each hit, increases the weight the character is able to carry without a penalty for encumbrance (see below), and increases the character's ability to force open doors and similar portals.
The rest of this section on strength consists of explanations of the columns in Table 1. Refer to the table as you read.
Hit Probability adjustments are added to or subtracted from the attack roll rolled on 1d20 (one 20-sided die) during combat. A bonus (positive number) makes the opponent easier to hit; a penalty (negative number) makes them harder to hit.
Damage Adjustment also applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack (regardless of subtractions, a successful attack roll can never cause less than 1 point of damage). For example, a short sword normally causes 1d6 points of damage (a range of 1 to 6). An attacker with strength 17 causes one extra point of damage, for a range of 2 to 7 points of damage. The damage adjustment also applies to missile weapons, although bows must be specially made to gain the bonus; crossbows never benefit from the user's strength.
Weight Allowance is the weight (in pounds) a character can carry without being encumbered (encumbrance measures how a character's possessions hamper their movement—see Glossary). These weights are expressed in pounds. A character carrying up to the listed weight can move their full movement rate.
Maximum Press is the heaviest weight a character can pick up and lift over their head. A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional strength can lift more than twice their body weight over their head. In 1987, the world record for lifting a weight overhead in a single move was 465 pounds. A heroic fighter with Strength 18/00 (see Table 1) can lift up to 480 pounds the same way and they can hold it overhead for a longer time!
Open Doors indicates the character's chance to force open a heavy or stuck door. When a character tries to force a door open, roll 1d20. If the result is equal to or less than the listed number, the door opens. A character can keep trying to open a door until it finally opens, but each attempt takes time (exactly how much is up to the DM) and makes a lot of noise.
Numbers in parentheses are the chances (on 1d20) to open a locked, barred, or magically held door, but only one attempt per door can ever be made. If it fails, no further attempts by that character can succeed.
Bend Bars/Lift Gates states the character's percentage chance (rolled on percentile dice) to bend normal, soft iron bars, lift a vertical gate (portcullis), or perform a similar feat of enormous strength. When the character makes the attempt, roll percentile dice. If the number rolled is equal to or less than the number listed on Table 1, the character bends the bar or lifts the gate. If the attempt fails, the character can never succeed at that task. A character can, however, try to bend the bars on a gate that they couldn't lift, and vice versa.