Every Dark Sun character has the same six ability scores used in the AD&D® game: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. However, the manner by which these are determined is quite different.
I. [^] Rolling Ability Scores
The six ability scores are determined randomly by rolling dice to obtain a score from 5 to 20. These numbers are, on the average, higher than those for characters in other campaign worlds. There is a very good reason for this: the world of Athas is brutal and unforgiving. It is a savage world with frightful challenges beyond every dune. Athas is not a world for the weak or the simple-minded -those who cannot adapt, who cannot meet every challenge with confidence in their skills and abilities simply won't survive. The world of Athas has produced races of beings that are generally superior -of greater strength and endurance, capable of greater intellect and vision-to those who inhabit other campaign worlds.
When rolling ability scores for player and nonplayer characters, use these methods:
II. [^] Rolling Player Character Ability Scores
Roll 4d4+4 six times, once for each ability score, in order. The totals rolled are written down as rolled.
III. [^] Rolling Non-player Character Ability Scores
Roll 5d4 six times, once for each ability score, in order. The totals rolled are written down as rolled.
[^] Optional Methods
The following optional methods may also be used for player or non-player character generation, if the DM so chooses.
[^] Optional Method I:
Roll 5d4 twice for each ability score, keeping the higher of the rolls.
[^] Optional Method II:
Roll 5d4 six times and assign the rolls to the ability scores as desired.
[^] Optional Method III:
Roll 5d4 twelve times and assign the six best rolls as desired.
[^] Optional Method IV:
Roll 6d4, discarding the lowest die, six times. Assign the six totals to the ability scores as desired.
[^] Optional Method V:
Each ability score starts with a score of 10. The player then rolls 10d4. These dice can be added to the character's abilities as desired (with some restrictions.) All of the points on a die must be added to the same ability score and no ability score can exceed 20 points.
IV. [^] The Ability Scores
The six ability scores govern a player character's interaction with the world of Athas just as described in thePlayer's Handbook,with these exceptions:
[^] Intelligence:
The DARK SUN campaign setting assumes the use of both the weapon and nonweapon proficiency rules. Thus, the number of languages a player character can speak is strictly governed by proficiencies. Because of this, the number of languages column on the Intelligence table in the Player's Handbook translates directly into additional proficiency slots. These additional slots need not be used for new languages; they can be used for any nonweapon proficiency.
[^] Wisdom:
Templars, a player character class of bureaucratic priests, receive their spells through their sorcerer-king. If a templar falls from favor with his sorcerer-king, all of his spells can be lost, including those granted for having a higher Wisdom score.