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Chapter 4: Variant Rules / Ability Scores Variants

Alternative Scores

Source Gamemastery Guide pg. 183
The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other. Make the following changes.
  • Strength does everything that both Strength and Constitution do in the Core Rulebook, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, Athletics, Hit Points, Fortitude saves, and so on.
  • Dexterity splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with finesse attacks (if better than Strength), and Thievery checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, Acrobatics checks, and Stealth checks.
  • Charisma applies to Will saves instead of Wisdom.
  • Wisdom is otherwise unchanged.
  • Intelligence is unchanged.
You'll need a small number of gameplay tweaks. Anklets of alacrity become an Agility apex item, both the belt of giant strength and belt of regeneration become Strength apex items, and so on. The rogue's thief racket is obsolete, so you might allow rogues to choose a different racket but still gain Thievery. For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with your group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary.