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Each and every character
has six principal characteristics, the character's
abilities. These abilities
are strength, intelligence, wisdom, dexterity,
constitution, and
charisma.
(See also APPENDIX I , Psionic Ability.) The
range of these abilities
is <generally> between 3 and 18.
The premise of the game
is that each player character is above average
- at least in some respects
-
and has superior potential.
Furthermore, it is usually
essential to the
character's survival to
be exceptional (with a rating of 15 or above) in no
fewer than two ability characteristics.
Each ability score is determined by
random number generation.
<when the scores are raised (before/after modifiers), and which scores
(highest/lowest) are raised, makes a difference>
The referee has several methods
of how this random number generation should be accomplished suggested to
him or her in the DMG. <as well, Method
V in UA>
The DM will inform you as
to which method you may use to determine your character's abilities.
The principal abilities are detailed as follows:
Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, Comeliness, Perception.
Q: In the old Giants
in the Earth column, some of the heroes
were given a percentile
score for every ability of 18, even those
characteristics like intelligence
and wisdom that have no percentile
score given to them in the
AD&D
rules. Why was this done?
(SA53.12)
A: Originally such
18-percentile scores were given as a basis for
comparison; so many of the
heroes and heroines in that column
had ability scores of 18
that it was thought there should be some
way to further differentiate
between (for instance) two characters
who both have 18
intelligence. Such percentile values can be easily
disregarded, since they
have no function in the AD&D rules.
(76.64)
A: Officially, none.
All character classes are
assumed to exercise to a
degree appropriate
to their professions, as
a normal part
of training for advancement.
The less physical
classes fill in their nonadventuring
time with study and mental
exercises.
(144.7)
A. No. The
minimum scores required for
a
character to become a paladin,
wizard
or whatever apply only
when
the character is created, not
once
the character has started adventuring.
A paladin is particularly
vulnerable to changes in
class -- if
the character's behavior
strays from
LG, then paladinhood becomes
a
normal fighter.
(Imagine #15)
the ability scores for PCs
are requirements to enter the class and to progress within it thereafter.
In the case you cite, the
PC would no longer be able to gail levels,
but he would remain a ranger
of whatever level he had attained before dropping a point of Constitution
so as to be inelligible for continued advancement.
Cheers,
Gary
It is if the PC is a worthy
one from a player that simply had a run of bad luck. Also, keeping the
HD gain to a d8 of the Ranger Class is a good comprimise in the bargain.
After all, a Ranger is a fighter of sorts, so allowing progress thus is
logical. I must say that if the Ranger PC was played poorly I would as
the DM be incluned to simply freeze the character at the Ranger level extant
at the time the qualifying ability was lost.
Cheers,
Gary
The six attributes used
seemed to cover the spectrum of what a human consisted
of in general manner.
They seem to have been on
target, as there hasn't been a change in them for some years...