Ability Arrays

Ability Arrays
(3.5e Variant Rule)

The Problem
It is fitting that even at the beginning of the game, odd things start already. Rolling for your ability scores, even with the provisions given in the SRD, leads to serious problems, as it basically leaves your character’s efficacy down to a throw of the dice. You could end up with a terrible array of stats (which is not good for anything), or may end up with only one good stat (in which case, you’d better play a caster).
An attempt to alleviate this, various point-buy systems exist. However these are instinctively biased towards certain characters, as they work better for classes that rely on just a single ability score as opposed to multiple ones. Essentially, casters keep rocking, and everyone else suffers.

The Solution
Character ability scores at the beginning of the game are determined by an array. Depending on the power level of the game, different arrays can be used.

  • Low Power: 13, 12, 12, 11, 10, 9
  • Medium Power: 15, 14, 13, 12, 11, 10
  • High Power: 16, 15, 14, 13, 12, 11
    Everyone in the game should use the same array. These arrays are assigned as you like.

Notes:

  • In our campaign we are using the Medium Power Ability Array.
  • Apply Racial modifiers after the ability array has been assigned to the attributes.

Ability Arrays

D&D 3.0: Tales from Mystara Galero