Status: Official ruling for all character creation
Core Rule
All characters are created using a point buy system with 42 points to distribute across ability scores ranging from 6 to 17 (before racial modifiers).
Point Cost Table
| Ability Score | Point Cost |
|---|---|
| 6 | 0 |
| 7 | 1 |
| 8 | 2 |
| 9 | 3 |
| 10 | 4 |
| 11 | 5 |
| 12 | 6 |
| 13 | 8 |
| 14 | 10 |
| 15 | 12 |
| 16 | 14 |
| 17 | 17 |
Mandatory Restrictions
Constitution Minimum
Constitution must be 10 or higher. No exceptions.
This campaign is designed for long-form narrative play, not character death from unlucky rolls. Constitution directly affects survivability in ways that create unfun gameplay when too low.
Maximum One Score of 6
You may have at most one ability score of 6.
One major flaw creates interesting roleplay. Multiple crippling weaknesses creates frustration.
Ability Score 6: Roleplay Requirements
Taking a score of 6 is a mechanical and narrative commitment. You are accepting a -2 modifier that will impact gameplay regularly, and you must roleplay this limitation consistently.
Strength 6
- Encumbrance is a real concern — you cannot carry heavy loads
- Cannot meaningfully contribute to physical strength checks
- Must find creative solutions or rely on others for strength-based challenges
Dexterity 6
- Initiative is consistently terrible
- Dexterity saving throws fail more often than they succeed
- Stealth is nearly impossible
- You are mechanically clumsy — this plays out through the dice
Intelligence 6 (Roleplay Enforced)
- Speak in broken or simple sentences when stressed
- Complex plans must be explained in simple terms
- Cannot keep up with intricate schemes or abstract reasoning
- Reading is slow and difficult
- The DM and party will hold you accountable
Wisdom 6 (Roleplay Enforced)
- Lack common sense and struggle to learn from experience
- Miss obvious social cues and environmental details
- Make impulsive decisions that seem fine in the moment but are obviously bad in hindsight
- Insight and Perception checks are painful
- The DM and party will hold you accountable
Charisma 6 (Roleplay Enforced)
- Cannot convince people through force of personality alone
- Need evidence, leverage, or allies to succeed socially
- Intimidation doesn't work. Deception is transparent. Performance is cringe-worthy.
- You often make social situations worse by speaking up
- The DM and party will hold you accountable
Constitution 6
NOT ALLOWED under any circumstances.
Enforcement
If you take a 6, you must roleplay that limitation. The DM will remind you when you're not honoring your character's weakness, and other players are encouraged to call out inconsistencies. Repeated failure to roleplay a 6 appropriately may result in the DM requiring a rebuild.
This isn't punishment — it's maintaining the integrity of the choice you made during character creation.
Example Builds
The Min-Maxer
17, 15, 12, 11, 8, 6 (Cost: 17+12+6+5+2+0 = 42)
- Primary stat starts at 18-19 with racial bonus, secondary at 15-16
- One crippling weakness (-2) + one other weakness (-1)
The Generalist
14, 13, 13, 12, 12, 10 (Cost: 10+8+8+6+6+4 = 42)
- Competent across the board, no major weaknesses
The Specialist with Safety
17, 14, 12, 11, 10, 6 (Cost: 17+10+6+5+4+0 = 42)
- Exceptional at one thing, decent secondary stat, only one major flaw
Standard Array Equivalent
15, 14, 13, 12, 10, 8 (Cost: 12+10+8+6+4+2 = 42 ✅)
- Always available — this is the standard array
Racial Modifiers
Applied after point buy allocation. A character with 17 Strength who receives +2 from their species begins play with 19 Strength.
Racial bonuses cannot circumvent the Constitution minimum or the "maximum one 6" rule — those restrictions apply to base scores before racial modifiers.
Questions?
If you have questions about point buy calculations or whether a specific spread is legal, ask the DM during character creation.
