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However, since even scores are often preferable to odd, this is more of a baseline for those planning a character's ability distribution than something to actually use. For example, starting with one ability score at 18 and one at 17 (which cost 16 and 13 points, respectively) leaves but a single point to spend on the remaining four abilities.Ī uniform distribution of the 30 points among the six abilities results in a score of 13 for each ability. There is a danger in trying to make too many scores "exceptional", as the increased costs can leave insufficient points to get acceptable scores in the other abilities. The character is an elf, so dexterity and constitution are affected by racial modifiers. The character being created is a sorcerer, so charisma is given a minimum score of 11, reducing the available points to 27. However, as an ability score is raised above 14, it becomes more expensive to raise it further it costs 2 points to increment a score to 15 or 16, and 3 points to increment it to 17 or 18. Initially, the cost to increment (raise by 1) a score is 1 point. (An exception is made for characters that can cast spells, though, as described later.) The system is based on points rather than random dice rolls, and is intended to produce a fair and balanced play environment, something BioWare considered very important for a multiplayer game of this nature.Ī character starts with an ability score of 8 in each of his six abilities, and then draws upon a pool of 30 points to raise these abilities. A point buy system is used by Neverwinter Nights to determine ability scores during character creation.