First Edition Advanced Dungeons & Dragons  Character Creation
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Referee Additions:  Ability Score Bonuses and Penalties
  Each of the ability scores has certain effects on the game.  Scores through 18, plus the percentile roll connected to extraordinary strength, are given in PH; but it is possible to begin with scores over 18, and to have scores reach 25, the effects of which are recorded in DD (later LL) and MM2.  These are detailed here.  They may be copied to the character papers.  The seven ability scores are Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, and Comeliness.

Strength
 

Strength
Encumbrance*
Doors
Wizard Locks
Bars& Gates %
To Hit
Damage
3
1150
1/6
 
0
-3
-1
4-5
1250
1/6
 
0
-2
-1
6-7
1350
1/6
 
0
-1
 
8-9
1500
2/6
 
1
 
 
10-11
1500
2/6
 
2
 
 
12-13
1600
2/6
 
4
 
 
14-15
1700
2/6
 
7
 
 
16
1850
3/6
 
10
+1
 
17
2000
3/6
 
13
+1
+1
18
2250
3/6
 
16
+1
+1
18(01-50)
2500
3/6
 
20
+1
+2
18(51-75)
2750
4/6
 
25
+2
+3
18(76-90
3000
4/6
 
30
+2
+4
18(91-99)
3500
4/6
1/6
35
+2
+5
18(00)
4500
5/6
2/6
40
+3
+6
19
4500
7/8
3/6
50
+3
+6
20
5000
7/8
3/6
60
+4
+8
21
6000
9/10
4/6
70
+4
+9
22
7500
11/12
4/6
80
+4
+10
23
9000
11/12
5/6
90
+5
+11
24
12000
19/20
7/8
100
+6
+12
25
15000
23/24
9/10
100
+7
+14

*Somewhere it says that standard encumbrance is 1500 coin (or 150#).  Strength tables usually give the variation from this encumbrance; this one calculates the result.

Intelligence

Intelligence
Languages
Spell Chance
Minimum
Maximum
Illusion Level Immunity
3-7
0
0
0
0
 
8
+1
0
0
0
 
9
+1
35
4
6
 
10-11
+2
45
5
7
 
13
+3
55
6
9
 
14
+4
55
6
9
 
15
+4
65
7
11
 
16
+5
65
7
11
 
17
+6
75
8
14
 
18
+7
85
9
18
 
19
+8
95
11
All
Level 1
20
+10
96
12
All
Level 2
21
+12
97
13
All
Level 3
22
+14
98
14
All
Level 4
23
+16
99
15
All
Level 5
24
+18
100
16
All
Level 6
25
All
100
17
All
Level 7
Wisdom

Wisdom
v. Will Power
Accumulated Bonus Spells
Cleric Spell Failure
3
-3
 
 
4
-2
 
 
5-7
-1
 
 
8
 
 
 
9
 
 
20
10
 
 
15
11
 
 
10
12
 
 
5
13
 
+1 Level 1
 
14
 
+1 Level 1
 
15
+1
+1 Level 2
 
16
+2
+1 Level 2
 
17
+3
+1 Level 3
 
18
+4
+1 Level 4
 
19
 
+1Level 1, +1 Level 4
 
20
 
+1 Level 2, +1 Level 4
 
21
 
+1 Level 3, +1 Level 5
 
22
 
+1 Level 4, +1 Level 5
 
23
 
+2 Level 5
 
24
 
+2 Level 6
 
25
 
+1 Level 6, +1 Level 7
 

High wisdom can also create these spell immunities:

Wisdom
Spell Immunities
19
Cause Fear, Charm Person, Command, Friends, Hypnotism
20
Forget, Hold Person, Ray of Enfeeblement, Scare
21
Beguiling, Domination, Fear
22
Charm Monster, Confusion, Emotion, Fumble, Suggestion, Telempathic Projection
23
Chaos, Feeblemind, Hold Monster, Magic Jar, Mass Domination, Quest
24
Geas, Mass Suggestion, Rulership
25
Antipathy, Sympathy, Finger of Death, Mass Charm, Otto's Irresistable Dance
Dexterity

Dexterity
Surprise/Missiles
AC/Saves*
Pockets
Locks
Traps
Move
Hide
3
-3
+4
 
 
 
 
 
4
-2
+3
 
 
 
 
 
5
-1
+2
 
 
 
 
 
6
 
+1
 
 
 
 
 
7-8
 
 
 
 
 
 
 
9
 
 
-15
-10
-10
-20
-10
10
 
 
-10
-5
-10
-15
-5
11
 
 
-5
 
-5
-10
 
12
 
 
 
 
 
-5
 
13-14
 
 
 
 
 
 
 
15
 
-1
 
 
 
 
 
16
+1
-2
 
+5
 
 
 
17
+2
-3
+5
+10
 
+5
+5
18
+3
-4
+10
+15
+5
+10
+10
19
+3
-4
+15
+20
+10
+12
+12
20
+3
-4
+20
+25
+15
+15
+15
21
+4
-5
+25
+30
+20
+18
+18
22
+4
-5
+30
+35
+25
+20
+20
23
+4
-5
+35
+40
+30
+23
+23
24
+5
-6
+40
+45
+35
+25
+25
+25
+5
-6
+45
+50
+40
+30
+30

  The Armor Class/Saves bonus is given as it affects armor class (where an increase is a penalty).  It should be reversed for saving throws, such that an addition is subtracted from the target number, and a subtraction is added.

  Barbarians double the bonus for dexterity to Armor class only, and only if not wearing bulky or fairly bulky armor.

Constitution

Constitution
Hit Point
Bonus
Minimum
Roll
System
Shock
Resurrection
Survival
Poison
Regeneration
3
-2
1
35
40
 
 
4
-1
1
40
45
 
 
5
-1
1
45
50
 
 
6
-1
1
50
55
 
 
7
 
1
55
60
 
 
8
 
1
60
65
 
 
9
 
1
65
70
 
 
10
 
1
70
75
 
 
11
 
1
75
80
 
 
12
 
1
80
85
 
 
13
 
1
85
90
 
 
14
 
1
88
92
 
 
15
+1
1
91
94
 
 
16
+2
1
95
96
 
 
17
+3*
1
97
98
 
 
18
+4*
1
99
100
 
 
19
+5*
2
100
100
+1
 
20
+5*
2
100
100
+1
+1/6 Turns
21
+6*
3
100
100
+2
+1/5 Turns
22
+7*
4
100
100
+3
+1/4 Turns
23
+6*
4
100
100
+3
+1/3 Turns
24
+7*
4
100
100
+3
+1/2 Turns
25
+7*
4
100
100
+4
+1 per Turn

  *Only Fighter and Cavalier classes and sub-classes may gain more than the +2 hp per level bonus.  Barbarians double the bonus for fighters.

Charisma

Charisma
Henchmen
Loyalty
Reaction
3
1
20
-25
4
1
25
-20
5
2
30
-15
6
2
35
-10
7
3
40
-5
8
3
45
 
9-11
4
50
 
12
5
50
 
13
5
50
+5
14
6
55
+10
15
7
65
+15
16
8
70
+25
17
10
80
+30
18
15
90
+35
19
20
100
+40
20
25
110
+45
21
30
120
+50
22
35
130
+55
23
40
140
+60
24
45
150
+65
25
50
150
+70
Comeliness

Comeliness
Reaction
Adjustment
Fascinate
Opposite Gender
Fascinate
Same Gender
-16-+13
 
 
 
14
+14
Wisdom <7
 
15
+15
Wisdom <7.5
 
16
+16
Wisdom <8
 
17
+17
Wisdom <8.5
 
18
+27
Wisdom <12
Wisdom <9
19
+28.5
Wisdom <12.6
Wisdom <9.5
20
+30
Wisdom <13.3
Wisdom <10
21
+31.5
Wisdom <14
Wisdom <10.5
22*
+44
Wisdom <14.6
Wisdom <14.6
23*
+46
Wisdom <15.3
Wisdom <15.3
24*
+48
Wisdom <16
Wisdom <16
25*
+50
Wisdom <16.6
Wisdom <16.6
26*
+52
Wisdom <19.5
Wisdom <19.5
27*
+54
Wisdom <20.25
Wisdom <20.25
28*
+56
Wisdom <21
Wisdom <21
29*
+58
Wisdom <21.75
Wisdom <21.75
30*
+60
Wisdom <22.5
Wisdom <22.5

  *These comeliness scores may have additional effects, detailed in UA and OA.


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