Choosing Ability Score Slots [Archive] - Wizards Community

Post/Author/DateTimePost
stephenKingMinion

04-10-04, 07:37 PM
Whenever I roll characters, I'm always pretty sketchy on where to put the high rolls and where to put the low rolls. I decided to make a table that told me all of the best choices, based upon NPC stats.

Text that is blue is recently added. Green is switched. They are subject to alteration and/or deletion if not liked by people. If you don't like changes, PM me.

From most important to least important, by class:

Barbarian

Constitution
Strength
Dexterity
Wisdom
Charisma
Intelligence


Bard (Spellcasting / Performing)

Charisma
Intelligence
Dexterity
Constitution
Strength
Wisdom



Melee Bard

Consitution
Charisma
Strength
Dexterity
Wisdom
Intelligence




Bard (Skilled)

Intelligence
Charisma
Dexterity
Constitution
Strength
Wisdom



Cleric

Wisdom
Constitution
Strength
Charisma
Intelligence
Dexterity


Non-Turning Cleric

Wisdom
Constitution
Strength
Intelligence
Dexterity
Charisma


Druid

Wisdom
Dexterity
Constitution
Intelligence
Strength
Charisma


Fighter (Melee)

Strength
Constitution
Dexterity
Wisdom
Intelligence
Charisma



Fighter (Dexterious / Ranged)

Dexterity
Constitution
Strength
Wisdom
Intelligence
Charisma



Monk

Wisdom
Dexterity
Strength
Constitution
Intelligence
Charisma


Paladin

Charisma
Strength
Wisdom
Constitution
Intelligence
Dexterity


Ranger--Ranged

Dexterity
Constitution
Wisdom
Intelligence
Strength
Charisma



Ranger--TWF

Strength
Constitution
Dexterity
Wisdom
Intelligence
Charisma


Rogue

Dexterity
Intelligence
Constitution
Strength
Wisdom
Charisma


Sorcerer

Charisma
Constitution
Dexterity
Wisdom
Intelligence
Strength


Wizard

Intelligence
Constitution
Dexterity
Wisdom
Charisma
Strength


I hope that I am of some help!

Do you think that the lists should be different? Post. Things that many people agree with will be changed.
Sunrider

04-10-04, 07:45 PM
For rogues I'd put Strength and Constitution right at the bottom - most of your damage is Sneak Attack damage using a finesse or ranged weapon, or via poison.

Dex, Int and Cha should all be top priorities for a rogue - Int for all rogues, Dex and Cha depending on what kind of character you envisage.
Koga:The ninja trick

04-10-04, 07:50 PM
[/Edit.]
stephenKingMinion

04-10-04, 07:57 PM
It's how the creators of 3.5 wrote it. But, then again, I've heard some better stuff from people on these forums than sometimes what I get from the 3.5 books (in comparison to the 3.0 books).

So just letting you know....
BlaineTog

04-10-04, 08:03 PM
[list already "taken into consideration"]
Haldrik

04-10-04, 08:39 PM
stephenKingMinion,

Maybe keep reediting and updating the first post at the top of the thread. I wouldn't mind referring to this thread every now and again. It would be easier for me to find the current consensus if it's always in the first post.
stephenKingMinion

04-10-04, 09:14 PM
I'll see what I can do. For now, I don't think I need to update ANYTHING except for putting in the optional classes like non-turning Clerics and also the fact that EVERY SINGLE PERSON WANTS BARBARIANS TO HAVE CONSTITUTION FIRST. One moment while I update that post.

From now on, it would be OK to just PM me what you want changed and if enough people ask I will change it.
Haldrik

04-10-04, 09:41 PM
Thanks, StephenKM. :)




In my experience, when it comes to Wizard and Sorcerer, their HD are simply too low. For this reason, Constitution is always much more important than Dexterity. I have never played (and never would play) a Wizard or Sorcerer without Con as the second highest attribute.

Cha, Con, Dex, for Sorcerer.
Int, Con, Dex, for Wizard.
stephenKingMinion

04-10-04, 09:47 PM
:bump: Yes, I was thinking that as well. And know many people who would agree.
stephenKingMinion

04-10-04, 09:50 PM
Originally posted by Sunrider
For rogues I'd put Strength and Constitution right at the bottom - most of your damage is Sneak Attack damage using a finesse or ranged weapon, or via poison.

Dex, Int and Cha should all be top priorities for a rogue - Int for all rogues, Dex and Cha depending on what kind of character you envisage.


Constitution, although not entirely necessary because of Move Silently, is definitely necessary for any rogue I'VE ever known of (Thugs, for example).

Dungeon Rogues still fight monsters, and even with Sneak Attacks in big battles will get damaged. Con stays high until further notified.
BlaineTog

04-10-04, 09:58 PM
Yes, I agree. Rogues need a really good con, unless they are smart and do archery (which only works well at levels 7+ and you have a wizard/sorcerer who can cast Greater Invis). Although they still need it, it isn't *wuite* so important.
stephenKingMinion

04-10-04, 11:23 PM
I think that this post is important to more people than just ME, so :bump: bump. Whoops!

Oh - and about the Rogue. What do other people have to say about having the Strength (if not Con) put down at the bottom?
n-butyl lithium

04-11-04, 01:46 PM
The rangers I play usually are TWF but use light weapons, so I usually do something like this:

Dex
Con
Wis
Str
Int
Cha

Give or take, depending on my ability rolls or points. Dex is the most important because I do have ranged ability as well as melee, and Weapon Finesse is one of my first feats (depending on my Str/Dex scores). I like to have plenty of skill points, but I also like the bonuses to the Wisdom-based skills such as Spot, Listen, and Survival and I don't want to have to put ability points into Wisdom to get spells. Hit points are always necessary (especially since the hit die decrease) though Strength is important for melee combat as well. Charisma is usually the dump, but that's obvious.
stephenKingMinion

04-11-04, 03:07 PM
If you ARE going to use two weapons you WOULD want the to be light... who agrees?
SpellMaster

04-11-04, 09:28 PM
Ok, one thing I want clarified. Are we determining the most important stats for min-max properties, or from a role-playing perspective? I always prefer the RP perspective, so here is my recommendations for the sorcerer and wizard. These are fairly stereotypical of course.

Sorcerer:
Charisma (naturally charismatic)
Intelligence (good for witty comments)
Wisdom (ditto)
Dexterity (able to move aside quickly and make a fool of the person rushing at you)
Constitution (this could change with strength)
Strength (ditto)

Wizard:
Intelligence (really, really smart people)
Wisdom (usually pretty wise too)
Charisma (charming people who are respected by many)
Dexterity (must manipulate objects and components)
Strength (lugging around books all day can be a lot of work)
Constitution (they just don't have the powerful bodies fighters do)

That's usually how I play my characters.
BlaineTog

04-11-04, 09:34 PM
Originally posted by SpellMaster
Ok, one thing I want clarified. Are we determining the most important stats for min-max properties, or from a role-playing perspective?Min/maxing perspective. RP varies from person to person and isn't objective.
Haldrik

04-11-04, 10:23 PM
Spellmaster:
Sorcerer:
Charisma (naturally charismatic)
Intelligence (good for witty comments)
Wisdom (ditto)
Dexterity (able to move aside quickly and make a fool of the person rushing at you)
Constitution (this could change with strength)
Strength (ditto)


I admire your quest for flavor, but the flavor shouldn't be cyanide! :D
Zilred

04-11-04, 10:24 PM
Originally posted by stephenKingMinion


Fighter (Melee)
Strength
Constitution
Dexterity
Wisdom
Intelligence
Charisma



Fighter (Dexterious / Ranged)
Dexterity
Constitution
Strength
Wisdom
Intelligence
Charisma


I don't think WIS rates that high with most fighters. They gain so many feats that taking Iron Will isn't that big a deal, and having a higher INT opens up more feats (namely Combat Expertise) and a much-needed skill point boost. Also, fighters can be more than just melee and ranged based. It really depends on the style of combat they choose.

Sword and Shield:
STR - With a single weapon, you need to hit harder
CON - Shield use = Defender, bulk up on HP
INT - Combat Expertise is a must have for defensive fighting
DEX - Full Plate = not agile; Shield+Bow = Troublesome, just use the low-feat requirements for this style to get some Focus in Ranged
WIS - Take Iron Will, you have scouts for spotting
CHA - You follow orders, not give them


Two-Weapon:
DEX - You have no shield, and it doesn't pay to be overly defensive
STR - Finesse nothing! You still need to do damage
CON - With no defense, you need some endurance [swap with INT for Duelist]
INT - Backup defense and good for ranks in tumble [swap with CON for Duelist]
WIS - Again with the Iron Will
CHA - You show off enough as is


Two-Handed:
STR - Kill them quickly, stack with Power Attack
DEX - You're no Barbarian, avoid the hits instead of raging through, also makes archery easier as you only have one weapon at a time
CON - You need the HP
WIS - Don't be fooled by illusions, look for the right target
INT - [can be swapped with CHA depending on preference]
CHA - [can be swapped with INT depending on preference]


Archer:
DEX - Kind of obvious as to why
STR - Compound Bows work well
WIS - Dragons fly, so the archer better not get scared, also for Spotting
CON - You still need HP [may swap with WIS if you prefer more HP]
INT - Skills aren't critical, but making your own arrows can be
CHA - Let your sniping speak for you


I don't mention mounted fighters as they aren't so ability-score intensive (need some DEX or INT, so most other styles can mix into that fairly well).

Just my thoughts on the matter.
SpellMaster

04-11-04, 10:45 PM
Originally posted by Haldrik
Spellmaster:


I admire your quest for flavor, but the flavor shouldn't be cyanide! :D

Actually, I find this makes a very fun character to play. You just have to be a bit more tactical and careful to avoid taking too much damage. Even with a Con of only 12, my 9th level wizard has 41 hitpoints (mind you, my d4 rolls awesome, and our DM has a rule where you can't get less than half you hitdie on your roll), and I havn't died yet. I just prepare some defensive spells and make some defensive magic items.

But yes, by a min-max standpoint, Con is important. I didn't realize this was for min-max.
Wolfhart

04-12-04, 01:58 AM
Doesent matter what I am rolling up.

I almost allways set up a new character in the followin
Charisma
Constitution
Strength
Dexterity

Depending on if I want the Character to be book smart of have alot of common sense

Wisdom or Intelligence

generally though Int or Dex are my dump stats.

Then again almost all my characters have alot of "trade" skills.
Haldrik

04-12-04, 02:15 AM
almost all my characters have alot of "trade" skills.

Good point:

A "skill monger" class needs statting too.

I see: Bard (Skilled). Maybe: Rogue (Skilled)?
Haldrik

04-12-04, 02:30 AM
Format the names the same way?

Ex.

Bard (Spellcasting/Preforming), Bard (Melee), Bard (Skilled),
Cleric (Non-Turning),
Ranger (Two-Handed Fighting), Ranger (Ranged), ...
Haldrik

04-12-04, 02:43 AM
Rogue (Melee)

Elsewhere Wizo-Catoblepas suggested how to make a Rogue melee able.
Well, in my last adventure group, the rogue was our main melee fighter. What you want to do is boost up your tumble, spot, escape artist, move silently, and hide skils and don't take the lock/trap skills. Then tumble to flank and start whacking away at the monster. Also, you play a race that have a constitution bonus (like a dwarf) to boost your hit points and take exotic weapon proficiency (great axe) to max out your damage. It's just that to go this way, you're really hoping to have strong ability scores (the only thing you can dump is charisma and wisdom).

Totally cool!


Dex?
Str?
Con?
Int?
Wis?
Cha?
UMCorian

04-12-04, 09:42 AM
Wizard



Intelligence

Constitution

Dexterity

Wisdom

Charisma

Strength

I've always thought it should be Intellegence, Dexterity, Constitution, Wisdom, Charisma, Strength. The leading cause for deaths I've seen in Wizards and Sorcerers have been failed saves, not a lack of hit points. At low level (1-5), you gain more benefit from +2 to AC (assuming the two stats in question are 2 apart... 16 and 12, let's say.) than 2-10 hit points. At higher levels, when Scorching Ray comes into its own, and some of their best spells become Ranged Touch, that extra +2 is insurence against that dreaded 3 or 4 roll that wastes a level 6+ spell. At that point, when you have spells like Protection from Energy, Displacement, Stoneskin, Globes of Invulnerabilty and Fly readily availible, it'll be a rare fight that you cannot somehow distance yourself from the enemy, therefore, your hit points really doesn't matter as much.

But, I can see the counter arguements for Con - a higher Fortitude Save gives insurence against those dreaded 'Fort Negates' spells, which either do nothing or cripple/kill you... but with a higher dex, you get higher reflex saves which yield you that little bit of insurence that might save you 35ish hit points if you get shanked with a 20d6 Reflex/Half spell without the proper defenses, or may very well save the whole 70 if you have a Ring of Evasion or are multiclass.
BlaineTog

04-12-04, 01:20 PM
If the wizard has a high con, then he can soak up the 35/70 points of damage. And if he's getting hit, he's doing something wrong. Plus, I can get a wizard's AC up in the low 40s at 20th, and thats even without an insane dex (although I admit: I use Stat boosters to raise it a little).

Here is the *real* wizard stats:

Intelligence
Constitution
Dexterity
Wisdom
Strength
Charisma

There is literally no mechanical benefit for a wizard that has a high Cha. *Nothing* unless you are enchanter who makes use of Charm Person (which is a special case). Low-Str hurts. Carrying around more than a day or two's rations slows you down.
Aluroon

04-16-04, 07:09 PM
For the ranged ranger you might wana bump str up, as most ranged rangers (lol) will use a mightly bow of some sort
UMCorian

05-06-04, 05:31 AM
There is literally no mechanical benefit for a wizard that has a high Cha. *Nothing* unless you are enchanter who makes use of Charm Person (which is a special case). Low-Str hurts. Carrying around more than a day or two's rations slows you down.

Mr. Bag of Holding disagrees. :)
Kiri Sittori

08-22-04, 01:11 PM
I'd just like to comment on Charisma being the "dump stat" for both rangers and druids:

Due to wild empathy and animal handling, players of both classes might want to play more of an animal handler type of character, and tame/raise animals, beasts, and certain magical beasts as semi-cohorts. Such a build would suggest:

Dex
Con
Cha
Wis
Int
Str

for an Archer ranger, or

Str
Con
Dex
Cha
Wis
Int

for a TWF'er.

Just a thought. (Rangers get six or seven skills minimum, of which Survival (tracking) and Handle Animal will be obvious in these builds. So Int can be a passable dump stat.)

As for Druids,

Wis
Cha
Dex
Con
Int / Str
Str / Int, depending on taste.

(I also noticed that the DMG prefers Cha as a dump stat for both classes. But that weakens this unusual aspect of the two classes, not to mention that more intelligent magical beasts must be handled with Diplomacy, a bit of a problem (cc) for rangers.)