Determining Ability Scores: Munchkin Points

Your character's ability scores can be determined using a variation of the "point buy" variant rules described on page 13 of the Player's Handbook, but with added flexibility to obtain scores below 8 and above 15. If you want to keep it simple, you can just follow the variant rules in the Player's Handbook, or even use this set of scores: 15, 14, 13, 12, 10, 8. You won't be losing out on overall power if you choose not to follow the extra rules detailed below. As always, follow these rules to determine your scores before applying any changes to ability scores from other sources (such as from your race).

You are allowed to obtain bonus "munchkin points" to spend on scores by reducing the starting value for some of your scores. Munchkin points can be used like normal points to buy scores, but higher scores require that you specifically spend some munchkin points in order to take them.

Choose one of the following sets of ability scores. Regardless of which set you choose, you will have 27 regular points to spend.

Starting Ability Score Arrays Scores Munchkin Points 8, 8, 8, 8, 8, 8 0 8, 8, 8, 8, 8, 6 1 8, 8, 8, 8, 7, 7 1 8, 8, 8, 8, 6, 6 2 8, 8, 8, 7, 7, 6 2 8, 8, 7, 7, 7, 7 2 8, 8, 8, 6, 6, 6 3 8, 8, 7, 7, 6, 6 3 8, 8, 6, 6, 6, 6 4 Once you've selected your set, you can buy a single increase for each score (you can also leave any scores as they are). The increases are applied like any ability score increase, so buying a +3 for a score that's starting at 7 will result in a score of 10. Note that on the Ability Score Point Cost table, the munchkin point cost is in addition to the point cost. That means buying +8 for a score costs 11 points (of which some can be munchkin points), plus 1 munchkin point. Once you've determined your 6 scores, you can arrange them however you like before applying any other ability score modifiers.