Questions Regarding Alternative Rolling Ability Scores


Rules Discussion


I find the wording in the guide a little bit confusing

Regular Way is :
Ancestry - 3 Boosts 1 Flaw (unless human)
Background - 2 Boosts
Class - 1 Boost
Determine Scores - 4 Boosts

Total - 9-10 Boosts, 0-1 Flaws

The Alternative says Roll Dice
Mention Ancestry gets one fewer free Ability (so 2 boosts 1 flaw)
and Background gets 1 boost only

Total 2-3 Boosts, 0-1 Flaw

am I correct?
or do they also Get Class and Determine Scores Boosts as Usual?

also Rolling dice has a hard cap of 18, while the regular way can add more then 18 (but at half price)


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I haven't gone through the entire process of Character creation, but I would expect less boosts for rolling because that method statistically starts you in a boosted condition compared to the standard method which starts with all 10s.

But, to answer your question (which I can't), I think a rolled character would get class and ancestry boosts and flaws, if not others as well.


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eido panski wrote:

also Rolling dice has a hard cap of 18, while the regular way can add more then 18 (but at half price)

The regular method is caps at 18 at 1st level. Your score starts at 10 and you get 4 chances to boost stats which totals at 18. You can't get to 19 until lvl5.

And the rules doesn't say to add your class bonus so you don't add it.


Both methods have a hard cap of 18 at level 1 (with the current ancestries)

Rolling is

ROLL 6 times
Add static ancestry scores
Choose from the two predetermined background scores
Add class focus


The Gleeful Grognard wrote:

Both methods have a hard cap of 18 at level 1 (with the current ancestries)

Rolling is

ROLL 6 times
Add static ancestry scores
Choose from the two predetermined background scores
Add class focus

Where does it say to add class focus when rolling ability scores?


Directly from the book:

Alternative Method: Rolling Ability Scores

STEP 1: ROLL AND ASSIGN SCORES
Roll four 6-sided dice (4d6) and discard the lowest die result. Add the three remaining results together and record the sum.

STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS
Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character’s ancestry has any ability flaws, apply those next.

Finally, apply one ability boost to one of the ability scores specified in the character’s background (you do not get the other free ability boost).

These ability boosts cannot raise a score above 18.

STEP 3: RECORD SCORES AND MODIFIERS
Record the final scores and assign the ability modifiers according to Table 1–1. When your character receives additional ability boosts at higher levels, you assign them as any character would.

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