Wheel of Time Rules Manual

Getting Started / Attributes

Getting Started

Attributes

Six scores shape every check — and modifiers turn 12+ into concrete bonuses.

Average Score 10–11
First Bonus 12 → +1
Melee Damage STR Mod
Defense / Init DEX Mod
Next Skills

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 456789101112131415161718192021
Modifier -3-3-2-2-1-100+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