Ability Scores

Much of what the player does in the game depends on his or her six abilities. Each ability has a score, which is a number you record on your character sheet. The six abilities and their use in the game are described below:

* **Strength:** Measuring physical power
* **Dexterity:** Measuring agility
* **Constitution:** Measuring endurance
* **Intelligence:** Measuring reasoning and memory
* **Wisdom:** Measuring perception and insight
* **Charisma:** Measuring force of personality

After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers Table Below. To determine an ability modifier without consulting the table, subtract 10 from the Ability Score and then divide the result by 2 (round down). Write the modifier next to each of your ability scores.

## **Determining Ability Scores**

There are multiple ways to generate your characters six Ability Scores. Each of them are described below:

### **Randomly**

The most commonly used way to determine your characters six ability scores is randomly. Roll 4 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. Then assign each of these numbers to whatever ability score you'd like.

### **Standard Array**

If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, and 8. Now take your six numbers and write each number beside one of your characters six abilities to assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of any Random Traits, Body Builds, or Feats you might have as well as your background. This method is recommended for new players.

### **Point Buy**

This optional method allows you to build a character with a set of ability scores you choose individually. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost Table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with. You can't have a score lower than 8. This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.

**Ability Score Point Cost**
 **9** | 1
 **10** | 2
 **11** | 3

### **Munchkin Method**

This optional rule for determining your character's six ability scores allows you to roll 24d6 dice. You then drop the six lowest overall dice and take the remaining 18 of them, and arrange them however you'd like. This can be considered overpowered so be sure to check with your GM before you use this method.

### **Tic Tac Toe Method**

Another optional method for determining your character's six ability scores is what is called the *Tic Tac Toe* method. For this optional method, draw a *Tic Tac Toe* board on a piece of paper. Then roll 9d6 and put one die in each of the squares of the *Tic Tac Toe* board. After that, you can choose one row going horizontally, vertically, or diagonally and add up the dice in that row, assigning the total number to one of your six ability scores. Do this an additional five times. *Please note that there will be two rows that you do not use when using this method for determining ability scores.* Make sure to check with your GM before using this method.

### **Bingo Method**

For this optional method of determining your character's six ability scores, you start out by rolling 4d6 and you drop the lowest number. You do that another five times. You then take the total of all six dice rolls and write them in a line going horizontally. You do the whole thing a total of five additional times and write the die totals below the original one. You then pick six of the numbers going in a single line in the grid you wrote. The numbers can be going Vertically, Horizontally, or Diagonally, but *must* be in the same line. Lastly, you assign the numbers in the line you picked to each of your six Ability Scores.

## **Saving Throws**

A saving throw - also called a save - represents an attempt to resist a trap, a poison, a disease, or similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character is at risk of harm. To make saving throw, roll a d20 and add the appropriate ability modifier. For example, you can use your Dexterity Modifier for a Dexterity Saving Throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. Each class gives proficiency in two saving throws. The Zombie Hunter, for example, is proficient in Dexterity and Constitution saves. As with skill proficiencies, proficiency in saving throws lets a character add his/her proficiency bonus to saving throws made using a particular ability score. Some NPCs have saving throw proficiencies as well. The DC (**D**ifficulty **C**lass) for a saving throw is determined by the effect that causes it. The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a character suffers no harm, or reduced harm, from an effect.

### **Death Saving Throws**

Whenever you start your turn with 0 Hit Points, you must make a special Saving Throw, called a Death Saving Throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now.

Roll a d20. If the roll is 12 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself, but together, they can mean the difference between life or death. On your third success, you become stable, remaining unconscious until someone rouses you awake or perhaps performs a successful Wisdom (First Aid) check if your wounds are bad enough. On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of Death Saving Throw successes reset to 0 when you regain any Hit Points or become Stable. However, the number of Death Saving Throw failures does not reset upon becoming stable or regaining hit points. Upon finishing a short rest, you lose a total of one Death Saving Throw failures. And when you take a long rest, your Death Saving Throw failures reset to 0. Dropping to 0 hit points causes a Player character to suffer 1 level of exhaustion. Additionally, they suffer an additional level of exhaustion for each Death Saving Throw failure they have.

* **Rolling a 1 or 20.** When you make a death saving throw and roll a Natural 1 on the d20, it counts as two failures. If you roll a Natural 20 on the d20, you regain 1 Hit Point.
* **Damage at 0 Hit Points.** While you are at 0 hit points, if you take damage anywhere from 1 hit point to 25 hit points of damage, you suffer one Death Saving Throw failure. If the damage if anywhere from 26 hit points to 50 hit points, you suffer two Death Saving Throw failures. If the damage is anywhere above 50 hit points, you suffer instant death. The GM can alter these ranges as needed while considering the level of the Party.

Any Player can use the Help action in combat to help an unconscious Player with their Death Saving Throws, giving them advantage. A variant rule that the GM could implement is rolling a Player's Death Saving Throws in secret or behind the GM screen. This could be good for increasing tension during combat as the Player's won't know whether they are inching closer to death or hanging on to life.