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In IWD2, ability scores are initially generated using a point-buy
system. All statistics start at 8 and the player has 30 points to
distribute. Racial modifiers are applied to the initial scores,
do not subtract from the point pool, and modify the minimum and
maximum value of ability scores. E.g., an elf would start with a
10 Dexterity, 6 Constitution, and could get as high as a 20 Dexterity
and as low as a 1 Constitution.
When possible, ability scores follow 3E bonus scaling. In almost
all cases, the character gains a higher bonus for every 2 points
above 10, a lower penalty for every 2 points under 11. E.g., a character
with a 14 Strength would have +2 attack bonus, +2 to damage. A character
with a 9 Dexterity would have -1 attack bonus (missile), -1 to armor
class, and -1 to reflex saving throws.
Here are the things that ability scores modify:
Strength |
Melee attack bonus, melee damage bonus, carry
weight, bash doors |
Dexterity |
Missile attack bonus, armor class, reflex saving
throws |
Constitution |
Bonus hit points (not class-restricted), fortitude
saving throws, caster concentration checks. |
Intelligence |
Starting weapon proficiencies, chance to learn
spells, wizard bonus spells, dialogue options |
Wisdom |
Will saving throws, priest, paladin, druid, ranger
bonus spells |
Charisma |
Store prices, dialogue options, bard and sorcerer
bonus spells, turning undead, paladin saving throws |
You start with 10s in each stat and have 16 points to spend. You
can also drop points down to racial minimums if you so desire (and
suffer the consequences). Every four levels, you will receive a
bonus point to place in the statistic of your choice.
Here's something that could fit a paladin:.
STR: 14
DEX: 12
CON: 14
INT: 10
WIS: 12
CHA: 14
This "sucky" character using the listed system gets +2
to hit and damage with melee weapons, +1 to AC, +1 to hit with missile
weapons, +1 to Reflex saves, +2 to hit points per level, +2 to Fortitude
saves, +1 to Will saves, a bonus 1st level cleric spell, and +2
to all saving throws on top of all other bonuses.
Bonuses granted to ability scores do not stack. The highest available
bonus is applied. E.g., a character is wearing a ring of strength
that grants a +1 bonus. The party sorcerer casts a strength spell
on the character, granting a +3 bonus. The target will only use
the +3 bonus.
The effect of INT on weapon proficiencies:
5 or less: -2
6-9: -1
12-15: +1
16 or more: +2
The effect of CON on a fighter:
A fighter with a low Con would lose possible bonuses to his or her
fortitude save. Wisdom modifies will saves.
Druids get bonus spells from Wisdom. Sorcerers get bonus spells
from Charisma.
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