Getting Started
Attributes
Six scores shape every check — and modifiers turn 12+ into concrete bonuses.
Each attribute has a modifier that can affect combat, skills, abilities, and more. A score of 10–11 is average. Scores of 12 and higher grant a positive Attribute Modifier (written “STR Mod”, “DEX Mod”, and so on).
The Six Attributes
Assigned at creation from rolls or point buy.
- STR · Strength
- How strong you are
- DEX · Dexterity
- Coordination and nimbleness
- CON · Constitution
- How tough / healthy your body is
- INT · Intelligence
- “Book smarts”
- WIS · Wisdom
- “Street smarts”
- CHA · Charisma
- Your influence over other people
Attribute Modifier Table
Example: Strength 12 → +1 to climbing, jumping, melee weapon damage, etc.
| Score | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Modifier | -3 | -3 | -2 | -2 | -1 | -1 | 0 | 0 | +1 | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | +5 |
Combat Attribute Modifiers
Default combat uses — abilities may grant more.
- Add your STR Mod to Melee Weapon Damage.
- Add your DEX Mod to Ranged Weapon Attack.
- Add your DEX Mod to Defense.
- Add your DEX Mod to Initiative.
Ability Attribute Modifiers
When a class or craft ability keys off an attribute mod.
- Often a Class or Fighting Style ability grants a bonus based on an Attribute Modifier (like STR Mod).
- Unless otherwise stated, if the character’s Attribute Modifier is less than 1, treat it as 1 instead for that ability.
Wheel of Time RPG · Attributes & Modifiers Rules manual