Okay! So you’ve chosen your class, your background, and your race. These selections grant you with a number of choices of skills, features, and dice rolls. In this section we’ll talk a bit about how to generate ability scores and recommend some ways to assign the scores you get. The way that 13th Age generates ability scores is a lot like how other contemporary (d20) style role-playing games complete their ability scores. Please forgive me if it this seems a little repetitive.
There are a lot of ways to generate ability scores. We’ll go into some of the common ones and then talk about important abilities for each class. Keep in mind these are merely instructional and your DM will tell you how to generate scores.
Roll 4 Six-sided Dice and Drop the Lowest
Also known as 4d6dl1, this style is a carryover from Dungeons and Dragons. Rolling this way produces generally higher rolls than it’s predecessor 3d6. Once you have rolled 6 times (one for each ability score), you can then assign them into whichever order is beneficial to you.
Organic Character Creation
What if you didn’t get to choose your ability scores? What if, just like in life, you were stuck with whatever given talents and abilities you had? That’s what organic character creation is for. Instead of choosing where your abilities will go after they are rolled, you go down a predetermined method and put whatever you roll into that ability. For example, going top to bottom or bottom to top and whatever you roll is what you roll.
I use this style when I don’t know what I want to play and it’s open table because you can get such interesting combinations.
Using a Dungeon Master (DM) determined number of points (usually 28), you use these points to buy 6 ability scores. You can’t be left with any points at the end and the points are spent as below:
Ability Scores: Defined
In this section, we’ll discuss the ability scores and what they measure.
There is a great way that I learned from the old Internet back in the day as defined by its relationship to a tomato.
Strength is the ability to crush a tomato or move a crate of tomatoes
Dexterity is the ability to dodge a thrown tomato.
Constitution is the ability to eat a bad tomato.
Intelligence is knowing that the tomato is a fruit.
Wisdom is knowing that you don’t put a tomato in fruit salad.
Charisma is selling a fruit salad made from tomatoes.