Frustrating. On the forums it appears a problem for others, though hopefully intermittent.
I'll post this to see if it is working now and to highlight
Interpreting Low (and high) Ability Scores: The Physical Attributes
below.
Enjoy.
Strength Score | Mechanical Advantage B/X | Descriptor Score = grip strength in pounds divided by 10 | Jovial Priest House Rule Encumbrance effects on Movement 120’ up to Str*1/5 in dungeon stone (1 dungeon stone = 150 coin encumbrance) 90’ up to Str*2/5 60’ up to Str*3/5 30’ up to Str*4/5 15’ up to Str*5/5 Can carry an additional 50% if not dead weight (eg piggy back) or dragging along the ground |
1 | Weaker than a 6 year old | ||
2 | Non-combatant | 7 year old | Non-combatant |
3 | -3 to hit -3 damage Open doors 1in6 | 9 year old | -3 to hit mêlée (increase chance natural 1) -3 damage mêlée (zero damage possible) Open doors 1in20 |
4-5 | -2 to hit -2 damage Open doors 1in6 | 12 year old | -2 to hit mêlée (increase chance natural 1) -2 damage mêlée (zero damage possible) Open doors 1in12 |
6-8 | -1 to hit -1 damage Open doors 1in6 | 14 year old | -1 to hit mêlée (increase chance natural 1) -1 damage mêlée (zero damage possible) Open doors 1in6 |
9-12 | Open doors 2in6 | 16 year old male to Average Adult | Minimum Dwarf and Elf Adventurers Open doors 2in6 |
13-15 | +1 to hit +1 damage Open doors 3in6 | Tough ‘Indiana Jones, James Bond’ | +1 to hit mêlée +1 damage mêlée Open doors 3in6 Able to wield medium weapon in off hand if Dexterity also >12 |
16-17 | +2 to hit +2 damage Open doors 4in6 | Strongman, pumped ‘Van Damme’ ‘Riddick’ | +2 to hit mêlée +2 damage mêlée Open doors 4in6 |
18 | +3 to hit +3 damage Open doors 5in6 | Mr Universe ‘Arnie’ | +3 to hit mêlée +3 damage mêlée Open doors 5in6 |
19+ | Super Human |
Dexterity Score | Mechanical Advantage B/X | Descriptor Mobility/Agility & Eye-hand coordination (choose one maybe two to describe you) | Jovial Priest House Rule Thieves add bonus / penalty to % skills |
1 | Bed bound | ||
2 | Non-combatant | Non-mobile (wheelchair) | Non-combatant |
3 | -3 to hit missile +3 AC penalty -3 personal initiative | Spasticity / walking frame | -3 to hit missile (increase chance natural 1) +3 AC penalty Automatically lose personal initiative -3 party initiative Missile ranges short=long -2/3 movement penalty |
4-5 | -2 to hit missile +2 AC penalty -2 personal initiative | Klutz, can’t hit the backside of a barn | -2 to hit missile (increase chance natural 1) +2 AC penalty -2 personal initiative -1 party initiative Choose: Missile ranges short=medium, medium=long, or -1/3 movement penalty |
6-8 | -1 to hit +1 AC penalty -1 personal initiative | Uncoordinated, Butterfingers | Minimum for thief class -1 to hit missile (increase chance natural 1) +1 AC penalty -1 personal initiative |
9-12 | Average | Minimum Halfling Adventurer | |
13-15 | +1 to hit missile -1 AC bonus +1 personal initiative | Lithe, good shot | +1 to hit missile -1 AC bonus +1 personal initiative Able to dual wield weapons |
16-17 | +2 to hit missile -2 AC bonus +2 personal initiative | Acrobatic, sure shot | +2 to hit missile -2 AC bonus +2 personal initiative |
18 | +3 to hit missile -3 AC bonus +3 personal initiative | Grace on legs / dead eye | +3 to hit missile -3 AC bonus +3 personal initiative |
19+ | Super Human |
Constitution Score | Mechanical Advantage B/X | Descriptor Fitness, hardiness, physical resilience (choose one maybe two to describe you) | Jovial Priest House Rule |
1 | Bed bound | ||
2 | Non-combatant | Non-mobile (wheelchair) | Non-combatant |
3 | -3 hit points / Hit dice | Physical cripple | -3 hit points / Hit dice If negative hit points save vs death ray at -3 -3/4 movement penalty, and Make a save vs paralysis every morning or be too sick / exhausted to adventure that day |
4-5 | -2 hit points / Hit dice | Sickly, frail | -2 hit points / Hit dice If negative hit points save vs death ray at -2 Choose: -1/2 movement penalty, or Make a save vs paralysis every morning or be too sick / exhausted to adventure that day |
6-8 | -1 hit points / Hit dice | Unfit, unhealthy | -1 hit points / Hit dice If negative hit points save vs death ray at -1 |
9-12 | Average | Minimum for Dwarf & Halfling Adventurers | |
13-15 | +1 hit points / Hit dice | Fit, hardy | +1 hit points / Hit dice If negative hit points save vs death ray at +1 |
16-17 | +2 hit points / Hit dice | Superfit, resilient | +2 hit points / Hit dice If negative hit points save vs death ray at +2 |
18 | +3 hit points / Hit dice | Ironman | +3 hit points / Hit dice If negative hit points save vs death ray at +3 |
19+ | Super Human |