5e Ability Score Basics?

Post/Author/DateTimePost
#1

Awesomologist

Sep 08, 2014 11:53:29

Hello again Wizards community! It's been a while since 4e died (LONG LIVE 4e!!) and I've finally got my hands on the new PHB for 5e. So far I actually like it a lot more than I thought I would. I'm glad to see a lot of 4e concepts live on in this new edition as well as a heavy flavoring of 2e.

 

Anyways I've come seeking the community's help on getting some basics when it comes to assigning ability scores. Perhaps this has been answered before on these boards but the search feature here isn't very helpful. Back in the heady days of 4e Char-op there was a very easy to understand method of applying ability scores and stat bumps to your character:

(This is at least how I understood them and explained them to new players)

1) Start with a minimum 16 (pre-racial bonus) in your main stat. An 18 in your Main Stat is ideal.

2) Start with a 14-16 in your secondary stat, or equal to your main stat if you had powers requiring 2 ability scores (i.e. Hybrids).

3) Never dump Con or Dex.

4) As you level, always raise your main stat.

 

In looking through the 5e PHB and on these forums there doesn't seem to be a basic 5e primer on how best to assign ability scores. I'm just looking for some general guidelines here since I'm sure individual builds will require their own level of finess.

 

So here are the specific questions. (NOTE: I'm assuming Standard Array or 27 Point Buy. Rolling stats is great, but it's easier to have some standards in place)

1) What should be the starting point for a character's Main Stat? 14-16? With a cap of 20, what should be the end goal for this main stat?

2) What should be the starting points for secondary stats? 12-14? I figure Dex/Con/ and multiclass requirements fall into this slot.

3) So far Con looks like the undumpable stat again, though Dex seems pretty close again (In 4e Intelligence was a viable option since it helped the Reflex defense and feats helped with some initiative options.) Does this leave Str, Int, Wis, Cha as the universal dump stats again (varying by class obviously)?

4) Most classes get 5 chances to bump stats or trade those bumps for feats at levels 4,8,12,16,and 19. How many stat bumps should players plan for? How many of those should they consider trading for feats?

 

I'm sure there will be more questions. Feel free to leave them below.

#2

Kentus

Sep 08, 2014 12:33:12

1.) Depending. The highest monster AC so far is just 20, spell casting ability isn't as important for supporters (even though it does help not to actually dump it) and so on. I have a post on my blog about dumping primary ability scores.

 

For beginners I'd suggest simply to put either the 14 or 15, even without racial modifier it's a reasonable start.

 

2.) You're pretty right on.

 

3.) If you like to be plane shifted out of combat right into a sea of neverending flames, go ahead and dump charisma. ;) Each ability score can be a saving throw, even though the main ones remains DEX, CON and WIS. And of course there are skills to consider. In the end there are reasons to and not to dump, but the most safest choice would be INT (even though it has a skill drawback), I think.

 

4.) Depending again. If you want a high control caster, you should get your DC as high as possible, even though Alert makes it much easier for AoEs to hit before the enemies start spreading. If you go for a defender build, you should takes special feats early on (like Sentinel). Since some feats includes an ability score bonus, you might go both ways (like with Heavy Armor Mastery to increase your STR 17 as a half-orc fighter to 18 plus the other benefits).

 

Imo you have much more leeway in creating your character, since as long as you don't dump everything the class actually uses, you're at least decent. Ability Scores are good everytime you roll them, but if feats are allowed in your campaign, personally I'd take one of these first, since they define your character more and brings some valuable options to modify your build or to take up something entirely new.

#3

mellored

Sep 08, 2014 12:51:47

1: 14 - 16 (after racials) for your main stat.  14-16 for your secondary.  There are good ways to boost odd stats, so they arn't bad to start with.

 

2: Yes.  Though multiclassing generally makes you weaker, but more versatile.

 

3: Con > Wis > Dex for heavy armor.  Dex (14) > Con > Wis for medium armor.  Str, Int, and to a slightly lesser extent Cha are the dump stats.

 

4:  Most will take a feat, bump your main to 20, take a second feat, then bump secondary.  Though, monks should just go straight to boosting Dex to 20, and some might want 2 feats first.  Overall the options are fairly balanced.

 

 

Another change from 4e, +accuracy is about equal to +damage.  Though it's very diffiuclt to boost accuracy.

Multi-attacks arn't don't reign supreme either, though still quite strong.

(combat) advantage is stronger, but harder to get.

Healing is also more difficult to come by, with everyone having ~3 surges worth.

#4

furious_kender

Sep 08, 2014 14:31:22
I just wanted to note that a 17 starting allows you to take a feat that provides a +1 at level 4 and not hurt your progression. For example you could be a dwarf fighter with 18 str and heavy armor mastery or Tavern brawler at level 4. Actor could also be fun for half elf cha classes. Observant could be good for wizards or casting clerics.
#5

Awesomologist

Sep 08, 2014 17:34:05

Thanks for the replies gentlemen!

(Reply to #2)

DooHickey

Kentus wrote:
#7

TomPlisss

Sep 09, 2014 0:37:36

High stats are much less necessary than in 4e.

One of my players, using a barb1/druid2(moon) has 14 in Str, Dex, Con and Wis, post racial (dwarf).

Obviously, not having a 16 doesn't hurt him when he's shapechanged, but it clearly doesn't prevent him from being useful when in dwarf form, and it also means his other stats have a +0 mod.

 

Also, you can dump con/dex.

The (ranged) assassin (rogue2/ranger1) has Con 8 and it didn't hurt him once during the session.

And the Tempest melee Cleric has Dex 8 and was the best tank and a big AoE damage dealer.

 

Generally, stats don't NEEED to be above 14 at chargen.