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OD&D Ability Score Adjustments - Revised

by Jim Bobb

These tables are for mortal creatures of the human and demihuman races. Through the use of extremely powerful magic mortal creatures should be able to slightly exceed or regress beyond the 3-18 range of ability scores. Some adventurers and other persons are exceptional beyond their peers and should be allowed to advance to the limits of the mortal heights and depths of what defines them all.

Note that some of the information on these tables are optional rules used IMC. If you don't like them, feel free to disallow them in your games.


Strength Score To Hit/Damage Open Doors (d10) Encumbrance Limit
1 -5 penalty 1 1/3 of all values
2 -4 penalty 1 1/3 of all values
3 -3 penalty 1 1/2 of all values
4-5 -2 penalty 1 1/2 of all values
6-8 -1 penalty 1-2 Normal
9-12 Normal 1-3 Normal
13-15 +1 bonus 1-4 Normal
16-17 +2 bonus 1-5 Normal
18 +3 bonus 1-6 Normal
19* +4 bonus 1-7 2xNormal
20* +5 bonus 1-8 3xNormal

* Characters of 19 or greater Strength may wield two-handed weapons (but not pole-arms) with one hand, but still automatically lose initiative. If the character uses two-handed weapons with two hands he does not automatically lose initiative.


Intelligence Score Languages Skills Magic-user Spells
1 0* -2 penalty 0
2 Racial -2 penalty 0
3 Racial -2 penalty 0
4-5 Racial -1 penalty 0
6-8 Racial & Bonus -1 penalty 0
9-12 Racial & Bonus Normal 10
13-15 Racial & Bonus, +1 Additional +1 bonus 13
16-17 Racial & Bonus, +2 Additional +2 bonus 16
18 Racial & Bonus +3 Additional +3 bonus 18
19 Racial & Bonus, +4 Additional +4 bonus 21
20 Racial & Bonus, +5 Additional +5 bonus 24

* Characters of a 1 Intelligence, while unable to grasp language skills, may still communicate through grunts and gestures.


Wisdom Score Save vs Magical Effects Adjustment* Clerical Spells
1 -5 penalty 0
2 -4 penalty 0
3 -3 penalty 0
4-5 -2 penalty 0
6-8 -1 penalty 0
9-12 Normal 10
13-15 +1 bonus 13
16-17 +2 bonus 16
18 +3 bonus 18
19 +4 bonus 21
20 +5 bonus 24

* This applies to Saving Throws vs Spells and Wands. Optionally, the DM may rule that the adjustment may apply to any Saving Throw involving any magical effect.


Dexterity Score Armour Class Adjustment Reaction Adjustment Missile Adjustment
1 +5 penalty +3 penalty -5 penalty
2 +4 penalty +3 penalty -4 penalty
3 +3 penalty +2 penalty -3 penalty
4-5 +2 penalty +2 penalty -2 penalty
6-8 +1 penalty +1 penalty -1 penalty
9-12 Normal Normal Normal
13-15 -1 bonus -1 bonus +1 bonus
16-17 -2 bonus -1 bonus +2 bonus
18 -3 bonus -2 bonus +3 bonus
19 -4 bonus -2 bonus +4 bonus
20 -5 bonus -3 bonus +5 bonus

Constitution Score Hit Point Adjustment* Saving Throw vs Poisons and Diseases Regeneration
1 -5 penalty -3 penalty None
2 -4 penalty -3 penalty None
3 -3 penalty -2 penalty None
4-5 -2 penalty -2 penalty None
6-8 -1 penalty -1 penalty None
9-12 Normal Normal None
13-15 +1 bonus +1 bonus None
16-17 +2 bonus +1 bonus None
18 +3 bonus +2 bonus None
19 +4 bonus +2 bonus 1 hit point/hour
20 +5 bonus +3 bonus 2 hit point/hour

* All dice rolled for hit points will yield a minimum result of 1, no matter what modifiers are applied.


Charisma Score Reaction Adjustment* Max # of Retainers Retainer Morale
1 -5 penalty 0 -
2 -4 penalty 1 3
3 -3 penalty 1 4
4-5 -2 penalty 2 5
6-8 -1 penalty 3 6
9-12 Normal 4 7
13-15 +1 bonus 5 8
16-17 +2 bonus 6 8
18 +3 bonus 7 9
19 +4 bonus 8 9
20 +5 bonus 9 10