
👉 Strength increases your damage and chance to hit with many weapons, and carrying capacity.
📖 Overview
Strength increases:
- Chance to hit with melee attacks
- Damage of melee attacks
Strength also adds half its damage bonus to ranged attacks with bows.
Strength also increases your carrying capacity.
📈 Effect
| Strength | Bonus To Hit |
Bonus To Damage |
|---|---|---|
| 1 | -1 | -2 |
| 2 | -1 | -1 |
| 3 | +0 | -1 |
| 4 | +0 | +0 |
| 5 | +0 | +0 |
| 6 | +0 | +0 |
| 7 | +0 | +1 |
| 8 | +0 | +1 |
| 9 | +0 | +2 |
| 10 | +1 | +2 |
| 11 | +1 | +3 |
| 12 | +1 | +3 |
| 13 | +2 | +4 |
| 14 | +2 | +4 |
| 15 | +2 | +5 |
| 16 | +3 | +5 |
| 17 | +3 | +6 |
| 18 | +3 | +6 |
| 18/01–18/100 | +3–4 | +6–8 |
| 19 | +5 | +9 |
| 20 | +5 | +10 |
| 21 | +6 | +11 |
| 22 | +6 | +12 |
| 23 | +7 | +13 |
| 24 | +7 | +14 |
| 25 | +8 | +15 |
💯 Percentile Strength 18/XX
Strength between 18 and 19 has a percentile range from 01 to 100. This is a legacy practice from AD&D. When a character has strength 18/XX, the game rolls 1d100 once for to-hit and twice for damage and checks if the roll is equal to or less than the percentile value (XX).
- If the to-hit roll succeeds, it adds +1 to to-hit.
- If a damage roll succeeds, it adds +1 to damage.
So, in effect, you get an XX% chance to get a +1 to-hit bonus and an XX% chance twice to get a +1 damage bonus.
The average bonuses for key percentile breakpoints are:
| Percentile | Average To-Hit Bonus | Average Damage Bonus |
|---|---|---|
| 01 | 0.01 | 0.02 |
| 25 | 0.25 | 0.50 |
| 50 | 0.50 | 1.00 |
| 76 | 0.76 | 1.52 |
| 100 | 1.00 | 2.00 |
💍 +X to Strength Items
+X to Strength items increase the percentile values by 50 per X, capped at 100, when the character has strength 18 or 18/XX. After 18/100 strength has been reached, the next +1 to Strength gives 19, and then each +X is applied normally.
💡 Examples
| Base Strength | Item Bonus | Resulting Strength |
|---|---|---|
| 17 | +2 | 18/50 |
| 18/02 | +1 | 18/52 |
| 18/02 | +2 | 18/100 |
| 18/02 | +3 | 19 |