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View Full Version : Ability Score Generation for 3.X (Also a fix for MAD classes)



Dark.Revenant
2013-05-17, 06:32 PM
This system replaces the ability score generation (point buy, dice rolling, etc.) and the ability score progression (the bonus at every 4 levels) given by the base Pathfinder Roleplaying Game. Dreamscarred Press Psionics and Tome of Battle are included in the tables.

This also works for other editions in the 3.X lineup, though the tables may need adjusting.

First, apply a 15-point buy as described by Pathfinder Roleplaying Game (see this post (http://www.giantitp.com/forums/showpost.php?p=15262164&postcount=9) for the table).

On each level, including the first, a character gains points for increasing ability scores. These points may be used immediately or saved for a different level-up. Fractions are preserved; a level 1 Magus gains 2 points at the beginning, and when he levels up he gains 3 points (the two 1/2 points added up to a whole point).

These rules apply to the raw, unadjusted ability scores of a PC-class or NPC-class character. Racial bonuses, inherent bonuses, item bonuses, and other such modifiers are applied entirely after this system.

Ability Score Increase Point Cost
3 → 4: 1 point
4 → 5: 1 point
5 → 6: 1 point
6 → 7: 1 point
7 → 8: 1 point
8 → 9: 1 point
9 → 10: 1 point
10 → 11: 1 point
11 → 12: 1 point
12 → 13: 1 point
13 → 14: 2 points
14 → 15: 2 points
15 → 16: 3 points
16 → 17: 3 points
17 → 18: 4 points
18 → 19: 4 points
19 → 20: 5 points
20 → 21: 5 points
21 → 22: 6 points
22 → 23: 6 points
23 → 24: 7 points
24 → 25: 7 points
25 → 26: 8 points
26 → 27: 8 points
27 → 28: 9 points
28 → 29: 9 points
29 → 30: 10 points

Points per level represent training specifically for the improvement of one's body and mind; a Monk is Superior because of his dedication to self-improvement, while a Wizard is Low because he spends all his time on learning spellcasting rather than training himself.

Superior: 5 points per level
High: 4 points per level
Medium: 2 1/2 points per level
Low: 1 point per level

Pathfinder Core
Barbarian: High
Bard: Medium
Cleric: Low
Druid: Low
Fighter: High
Monk: Superior
Paladin: High
Ranger: High
Rogue: High
Sorcerer: Low
Wizard: Low

Pathfinder Base
Alchemist: Medium
Cavalier: High
Gunslinger: High
Inquisitor: Medium
Magus: Medium
Oracle: Low
Summoner: Low
Witch: Low

Pathfinder Alternate
Antipaladin: High
Ninja: High
Samurai: High

Pathfinder Prestige
Arcane Archer: Medium
Arcane Trickster: Medium
Assassin: High
Dragon Disciple: Medium
Duelist: High
Eldritch Knight: Medium
Loremaster: Low
Mystic Theurge: Low
P. Chronicler: High
Shadowdancer: High

Psionics Unleashed
Psion: Low
Psychic Warrior: Medium
Soulknife: High
Wilder: Medium

Psionics Expanded
Aegis: Medium
Cryptic: Medium
Dread: Medium
Marksman: High
Tactician: Low
Vitalist: Low

Psionics Prestige
Adaptive Warrior: Medium (High*)
Body Snatcher: Low
Cerebremancer: Low
Elocater: High
Metaforge: Medium
Metamind: Low
Metamorph: Medium
Mystic Archer: High
Phrenic Slayer: Medium (High*)
Psicrystal Imprinter: Low
Psion Uncarnate: Medium
Psychic Fist: Medium (High*)
Pyrokineticist: High
Sighted Seeker: Medium (High*)
Soul Archer: High
T. Weaponmaster: Medium (High*)
Thrallherd: Low
War Mind: Medium (High*)
*Higher progression if Marksman, Soulknife, or non-manifesting class

Tome of Battle
Crusader: Medium
Swordsage: Medium
Warblade: Medium

Tome of Battle Prestige
Bloodclaw Master: High
Bloodstorm Blade: High
D. Sentinel: Medium
Eternal Blade: Medium
Jade Phoenix Mage: Medium
Master of Nine: Medium
Ruby K. Vindicator: Medium
Shadow Sun Ninja: Medium

Pathfinder NPC
Adept: Low
Aristocrat: Medium
Commoner: Medium
Expert: Medium
Warrior: High

See ver 1 here:

This system replaces the ability score generation (point buy, dice rolling, etc.) and the ability score progression (the bonus at every 4 levels) given by the base Pathfinder Roleplaying Game. Dreamscarred Press Psionics and Tome of Battle are included in the tables.

This also works for other editions in the 3.X lineup, though the tables may need adjusting.

First, roll 3d6 a total of seven times, dropping the lowest of the resulting seven. DMs may allow a repeat of this step if the net modifiers are below 0.
Example: Harold rolls 13, 9, 11, 6, 11, 5, and 8. Harold drops the 5. This result is well below average, but Harold's DM hates him.

Then, rearrange the rolled ability scores as desired.
Example: Harold wants to be a Fighter, so he arranges the rolls for 13 Strength, 9 Dexterity, 11 Constitution, 11 Intelligence, 8 Wisdom, and 6 Charisma.

After that, apply a 10-point buy on top of the existing scores. Ability scores may only be increased, not decreased.
Example: Harold increases his Strength from 13 to 16 (7 points), increases his Dexterity from 9 to 10 (1 point), and increases his Constitution from 11 to 13 (2 points). This totals 16 Strength, 10 Dexterity, 13 Constitution, 11 Intelligence, 8 Wisdom, and 6 Charisma.

On each level, including the first, a character gains points for increasing ability scores. These points may be used immediately or saved for a different level-up. Fractions are preserved; a level 1 Fighter gains 2 points at the beginning, and when he levels up he gains 3 points (the two 1/2 points added up to a whole point).
Example: Harold starts as a level 1 Fighter, so he gains 2 points. He decides to immediately increase his Intelligence from 11 to 13 (2 points) so he can qualify for Improved Trip. This totals 16 Strength, 10 Dexterity, 13 Constitution, 13 Intelligence, 8 Wisdom, and 6 Charisma.
Later, Harold becomes a level 11 Fighter. By now, his ability scores have been increased significantly: 19 Strength, 12 Dexterity, 16 Constitution, 13 Intelligence, 10 Wisdom, and 7 Charisma. He has 2 points left unspent, waiting for an opportunity to increase his Strength from 19 to 20 at Level 12.

These rules apply to the raw, unadjusted ability scores of a PC-class or NPC-class character. Racial bonuses, inherent bonuses, item bonuses, and other such modifiers are applied entirely after this system.
Example: At level 11, Harold owns a number of ability-boosting items and used a tome to increase his Strength by 2. He has an overall 25 Strength, 12 Dexterity, 20 Constitution, 13 Intelligence, 12 Wisdom, and 9 Charisma.

Ability Score Increase Point Cost
3 → 4: 1 point
4 → 5: 1 point
5 → 6: 1 point
6 → 7: 1 point
7 → 8: 1 point
8 → 9: 1 point
9 → 10: 1 point
10 → 11: 1 point
11 → 12: 1 point
12 → 13: 1 point
13 → 14: 2 points
14 → 15: 2 points
15 → 16: 3 points
16 → 17: 3 points
17 → 18: 4 points
18 → 19: 4 points
19 → 20: 5 points
20 → 21: 5 points
21 → 22: 6 points
22 → 23: 6 points
23 → 24: 7 points
24 → 25: 7 points
25 → 26: 8 points
26 → 27: 8 points
27 → 28: 9 points
28 → 29: 9 points
29 → 30: 10 points

Points per level represent training specifically for the improvement of one's body and mind; a Monk is Superior because of his dedication to self-improvement, while a Wizard is Inferior because he spends all his time on learning spellcasting rather than training himself.

Superior: 3 points per level
High: 2 1/2 points per level
Medium: 2 points per level
Low: 1 3/4 point per level
Inferior: 1 1/2 point per level

Pathfinder Core
Barbarian: High
Bard: Medium
Cleric: Low
Druid: Low
Fighter: High
Monk: Superior
Paladin: High
Ranger: High
Rogue: High
Sorcerer: Low
Wizard: Inferior

Pathfinder Base
Alchemist: Medium
Cavalier: High
Gunslinger: High
Inquisitor: Medium
Magus: Medium
Oracle: Low
Summoner: Low
Witch: Low

Pathfinder Alternate
Antipaladin: High
Ninja: High
Samurai: High

Pathfinder Prestige
Arcane Archer: Medium
Arcane Trickster: Medium
Assassin: High
Dragon Disciple: Medium
Duelist: High
Eldritch Knight: Medium
Loremaster: Low
Mystic Theurge: Low
P. Chronicler: High
Shadowdancer: High

Psionics Unleashed
Psion: Low
Psychic Warrior: Medium
Soulknife: High
Wilder: Medium

Psionics Expanded
Aegis: Medium
Cryptic: Medium
Dread: Medium
Marksman: High
Tactician: Low
Vitalist: Low

Psionics Prestige
Adaptive Warrior: Medium (High*)
Body Snatcher: Low
Cerebremancer: Low
Elocater: High
Metaforge: Medium
Metamind: Low
Metamorph: Medium
Mystic Archer: High
Phrenic Slayer: Medium (High*)
Psicrystal Imprinter: Low
Psion Uncarnate: Medium
Psychic Fist: Medium (High*)
Pyrokineticist: High
Sighted Seeker: Medium (High*)
Soul Archer: High
T. Weaponmaster: Medium (High*)
Thrallherd: Inferior
War Mind: Medium (High*)
*Higher progression if Marksman, Soulknife, or non-manifesting class

Tome of Battle
Crusader: Medium
Swordsage: Medium
Warblade: Medium

Tome of Battle Prestige
Bloodclaw Master: High
Bloodstorm Blade: High
D. Sentinel: Medium
Eternal Blade: Medium
Jade Phoenix Mage: Medium
Master of Nine: Medium
Ruby K. Vindicator: Medium
Shadow Sun Ninja: Medium

Pathfinder NPC
Adept: Low
Aristocrat: Medium
Commoner: Medium
Expert: Medium
Warrior: High

Foxwarrior
2013-05-17, 07:30 PM
Given that you're not trying to be too precise with balance if you've got people rolling for scores like that, why is your Points Per Level rule so fiddly?

Seerow
2013-05-17, 07:46 PM
I actually run with something very similar to this, but rather than giving every class a different progression (which as pointed out is really fiddly) just had a single uniform point buy increase as you level, and had that increase go up as you reached higher levels. (for example I went with +2 per level base, but at 6th, 10th, 14th, and 18th it increased by +1)

If you wanted you could add feats/class features that boost the increase (say something like monks double their stat gains per level), but having a different progression for each class and prestige class seems needlessly fiddly, especially with no quick and easy way to judge who gets what (if it was something like Good BAB = Good stat progression, low BAB = Bad stat progression, then it would be one thing, but these seem to be all over the map).

Dark.Revenant
2013-05-17, 07:51 PM
The amount of points per level uses fractions because of consistency reasons. I wanted to keep the point buy costs the same as in pathfinder (and similar to 3.5), so I had to scale in the non-integer range.

The points per level are designed to make sure this does not directly nerf casters. The math works out that a Wizard can still get +5 to an 18 mental stat by the time he hits level 20. On the other hand, a Monk can do the same to two different stats, or split the bill to get competent scores in three, or any number of combinations.

As for the rolling mechanic, that part is entirely optional. Instead of 7x 3d6, drop lowest + 10 points, the DM can opt to just do 15 point buy and be done with it.

Anyway, the actual amount given per class is selected independent of BAB or Hit Die; it's simply another property of the class. The selection is influenced by a number of factors, but mostly it's just a measure of how many ability scores the class depends on. Wizard, being the most SAD class in the game, is Inferior, while Monk, the most MAD class in the game, is Superior. Spellcasting and other significantly versatile class features generally lower the points per level, in addition.

Foxwarrior
2013-05-17, 07:57 PM
Well, it is a good idea to give Monks and Fighters more ability score points than Clerics and Wizards.

Given that Pathfinder is the Caster Edition, you could probably get pretty far by saying "serious casters (Cleric, Druid, Wizard, Sorcerer, Oracle, Witch, Summoner, Psion, Wilder) get 1 ability score point per level, the rest get 4." Or if you really prefer, give the casters 1.5 and the rest 5 or 6. (As an added bonus, a one or two level dip into a noncasting class would become useful)

Balancing things with more detail than that is made less relevant by the diverging amounts of optimization effort that different players will put into their characters.

Dark.Revenant
2013-05-17, 09:10 PM
The primary purpose of this is to fix MAD classes, hence the differing amounts based on class. In general, character-gen rules can afford to be more complicated because this sort of thing does not come into play during a session, only between sessions (the difference between a time period of 5 hours and a time period of 7 days).

Anyway, let's work out the math, assuming we are using your rule (casters get 1, martials get 4) and 15 point buy instead of rolling + 10pts:
Level 5 Human Fighter (35pt total): 24 Str, 14 Dex, 14 Con, 13 Int, 10 Wis, 10 Cha (47 HP, 21 AC)
Level 5 Human Monk (35pt total): 22 Str, 14 Dex, 14 Con, 10 Int, 16 Wis, 8 Cha (41 HP, 17 AC)
Level 5 Human Wizard (20pt total): 8 Str, 12 Dex, 12 Con, 23 Int, 9 Wis, 8 Cha (30 HP, 12 AC)
(assuming they afford one item that grants a +2 to one ability score)

Level 20 Human Fighter (95pt total): 36 Str, 24 Dex, 26 Con, 14 Int, 14 Wis, 13 Cha (294 HP, 41 AC)
Level 20 Human Monk (95pt total): 32 Str, 18 Dex, 24 Con, 14 Int, 26 Wis, 9 Cha (253 HP, 45 AC)
Level 20 Human Wizard (35pt total): 10 Str, 18 Dex, 18 Con, 34 Int, 12 Wis, 8 Cha (172 HP, 32 AC)
(assuming they afford items that grant +6 to three ability scores and one +5 tome, along with some other standard boosters)

From a balance standpoint, this does indeed create a decent progression, though the Monk is stretched a bit thin to keep up with the Fighter. However, it lacks middle-ground classes such as Bard, Magus, Alchemist, and Inquisitor. It shouldn't be a binary selection (1 vs 4 point buy). Why not just have Low/Medium/High, perhaps with special exception for Monk/Wizard?

Foxwarrior
2013-05-17, 09:17 PM
Wizard isn't that much stronger than Cleric or Sorcerer, just enough to be noticeable.

I suppose one middle-ground level wouldn't be too complicated, and another point or two for Monks would be kind of amusing.

Fizban
2013-05-18, 08:36 PM
I like the looks of this but I'm a bit confused as to how you start. So it's DMG 15 point buy to get your starting stats, then you use the increase cost table here with your points for 1st level and every level after? (ignoring racial bonuses when spending points)

So that would be non-elite array (13, 12, 11, 10, 9, 8), or something like (10, 10, 10, 10, 10, 13) to start. Then a wizard would go to 14 at 2nd, 15 at 4th, 16 at 7th, and so on, while a monk would have a lot more points and spend them on whatever cause I don't want to example.

Actually I guess you get the same starting array off your table. My confusion came from the line, "First, apply a standard 15-point buy using the curve shown below." The table has values below 8, which you don't get with standard point buy unless you have racial modifiers (applied last) or you ask the DM (who knows better than to let you min-max that hard).

Dark.Revenant
2013-05-18, 09:55 PM
I wasn't clear, and I'll update the post accordingly.

I meant that the point buy was Pathfinder standard, which is as follows:

Ability Score: Point Cost
7: -4
8: -2
9: -1
10: 0
11: 1
12: 2
13: 3
14: 5
15: 7
16: 10
17: 13
18: 17