Ability Scores are the core building block for player characters. They determine the bonuses (called Modifiers) to almost every roll done in game. There are six base Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. To better understand, here's an analogy you can use to remember what each is (and yes, many players use this analogy):
Strength is how easy you can crush a tomato with your bare hands.
Dexterity is how fast you can dodge a tomato thrown at you.
Constitution is how many rotten tomatoes you can eat without getting sick.
Intelligence is knowing a tomato is a fruit.
Wisdom is knowing not to put a tomato in a fruit salad.
Charisma is the ability to sell a tomato-based fruit salad.
Ability Scores can be determined a number of ways depending on the Dungeon Master's preference, but the most common method is by Dice Rolls. The player rolls four set of D6 dice, leaving out the lowest die. This is done six times, with the option to reroll the lowest set. This gives the player six numbers that can be applied to the Ability Scores.Â
Ability Scores can be modified by the character's Race, which can either add to or subtract from the overall score. Most races will add +2 to one score, and +1 to another score, but this will vary between different races.As characters level up to certain levels, they gain the option to undergo an Ability Score Improvement, where they can add +2 to one base score, add +1 to two separate scores, or choose a Feat (a special feature that may affect other attributes or give the charqcter special abilities).
Saving Throws are rolls that are made in order to avoid something. Each Ability Score has an associated Saving Throw, which determines the bonus to the roll. When building a character, the first class chosen will determine which two Saving Throws the player is proficient in.
Skill Checks are rolls that are made in order to do something. There are 18 base skills, which can be separated based on the Ability Score they utilize. The Dungeon Master may also request a skill check based on the Ability Score.
Athletics
turn into 3 and 2 column
Acrobatics
Sleight of Hand
Stealth
Arcana
History
Investigation
Nature
Religion
Animal Handling
Insight
Medicine
Perception
Survival
Deception
Intimidation
Performance
Persuasion
Saving Throws are rolls that are made in order to avoid something. Each Ability Score has an associated Saving Throw, which determines the bonus to the roll. When building a character, the first class chosen will determine which two Saving Throws the player is proficient in.